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So, Nanite

Discussion in 'General Discussion' started by Win3xploder, May 13, 2020.

  1. Gekigengar

    Gekigengar

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    Wow your quote brought me back here and noticed the attachment link is broken, fixed!
    upload_2022-11-24_19-0-15.png
    And yeah, it doesn't work well with skinned mesh currently, but hey just recently they made it work with vertex animations. And skinned mesh is already on its way!
     
    Rewaken and Max-om like this.
  2. Max-om

    Max-om

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    Now when unreal 5.1 supports VR you can get this detail in VR when you get close to props. It's a game changer.
     
    Gekigengar likes this.
  3. Max-om

    Max-om

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    Unreal needs to adopt C# as a domain language. Next game would be unreal 100 percent. The automated workflow with nanites is mind blowing.

    Meanwhile in unity we need to manually group near by objects on the same lightmap Atlas
     
  4. neginfinity

    neginfinity

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    That's nice on paper, but the reality is that unreal traditionally always had a problem with huge install size. If you compress static geometry, that's fine, but there's still textures to deal with which probably takes bulk of the data size.

    Both Dyson Sphere and Satisfactory do not use "out of the box" functionality of the engine. Satisfactory is heavily optimized, to the degree where at some point you were not allowed to build light sources, because of the high performance cost. In fact the world was almost unlit for a long time - there was only one directional light from the sun and that was it. Lights were emissive materials that did not interact with the environment.

    Same deal with dyson sphere, it is definitely not using raw monobehavior.

    Basically, let's not forget that cities: skylines is a unity game. But if a beginner were to try to replicate that with monobehavior/prefab approach, that definitely wouldn't fly.

    Regarding unity and building - see recently released Planet Crafter. Also a unity title.
     
  5. Slashbot64

    Slashbot64

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    They'll never do it.. it's been requested for years... They'd be more inclined to add some homebrew scripting crap again.

    I'd look at Unigine where they already support C# and the graphics tech is pretty good... give it another year or two.. or Godot... I don't think I'd waste my time with UE I mean I have in the past but I can't stand C++ or Blueprints.. seems like opposite ends of the insanity curve and I just like the middle ground of C# ...Sure the terrain archvis stuff is great etc.. and they give out nice assets ...also there is only 1 rendering pipeline to scale mobile/highend...I like that.. Unity used to have that before throwing us into pink shader pipeline hell . ...still UE doesn't have enough to entice me.
     
    Max-om likes this.
  6. runner78

    runner78

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    That's my point, for good performance it's not enough to simply use the "faster engine" if you don't have the know-how or the resources for good optimizations.
    So far, this was mainly the case with Unity, because there were a lot more indie/solo developers here.
    But at the moment there is a shift to UE. Probably in the future Epic will have the same problem as Unity, with many badly programmed games flooding the market, and the Unreal logo will no longer be associated with high quality games.
    However, the UR logos in many AAA games are probably only there because it's part of a contract to have better licensing terms.
     
  7. impheris

    impheris

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    am i?
    I think i'm talking about this
     

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  8. impheris

    impheris

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    as i said, it already started
     
  9. Ryiah

    Ryiah

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    Keyword there being "demo".

    That's almost entirely the assets on disk. Unreal itself is around a third of a percent of that.

    Edit: If you create base standalone builds of Unity and Unreal with none of the default packages removed from the project the minimum sizes are about 70MB for Unity (2021.3.14) and 280MB for Unreal (5.1). In both cases the size comes from the binaries.

    Adding assets to these projects would naturally increase their size but I strongly suspect that it would do so more for Unity than for Unreal for one simple reason: Unreal uses Kraken while Unity uses LZ4/LZ4HC. If you look at the benchmarks below you'll see that Kraken soundly defeats LZ4HC. Both in compression ratio and performance.

    http://www.radgametools.com/oodlekraken.htm
     
    Last edited: Nov 24, 2022 at 10:23 PM
  10. Max-om

    Max-om

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    Acid is one of the only actual game devs on this forum. How do I know? Because
    AcidArrow is very much a experienced dev, probably no one on this forum knows PLM better than him
     
  11. ippdev

    ippdev

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    AcidArrow has been complaining for years. If he is stuck by whatever he needs to dig himself out, ask for help with just exactly what his issue is...which the best I can figure is "Unity sux".. migrate to another engine more suitable for overcoming his internal resistance to finishing what he started...or STFU. It is really old at this point. Your argument is not bolstered by playing this gambit as his stance is extremely weak..

    In the time he has been complaining i finished two desktop games and seven to ten contracts. Motorcycle sims, photographed and hand made biomes and textures for real world 49 sq km terrain, atomics physics sims with 3400 isotopes and atoms, animatronic stage controls for six robots with 20+ servos each and hundreds of DMX lights, Barracuda AI pose detection based gymnastics training/testing/scoring remote app for Olympics coach, werewolf based Tekken styled fighter, full procedural/no keyframing avatar motion synthesis system, voice driven AI command and control inference engine ..just to illustrate what Unity is capable of from someone who is not a compsci major, a high school dropout (I was magnificently bored..tooo slow) and only marginally decent at complex maths. So if this 3D artist and high school dropout can cut the mustard then I do not see the big problem that certain types make a stink about.
     
    xCyborg likes this.
  12. Max-om

    Max-om

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    The game in your profile have no GI or world building of any sort. It's so trivial that you wouldn't stumble on the problems that unity does have.
     
  13. ippdev

    ippdev

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    The game in my sig was a game made to train my son in C# and Unity during the pandemic. I have done world building, used GI. There are ways to approach it so it is not a stumbling block. When I didn't like the GI Unity gave me for a contract project I just rendered my lightmaps in Cinema 4D and exported the baked GI. I had issues with the 49km sq terrain, SpeedTree and performance but came up with my own terrain culling systems and tree planting and an asset named Azure Sky did a fine job of giving the right feel for the game outdoor lighting with judicious placement of reflection probes. I wasn't trying to reproduce NatGeo documentary level graphics. Why should I? The human perception when engrossed in a game mechanic does not care that the roadside plant does not have translucency, subsurface scattering or move realistically when he virtual wind from the motorcycle hit it.. It just doesn't matter like so many think it does.I am hugely into procedural systems whether animation or procedural prop setup or structure by number. So keep fidgeting and making excuses for yourself and why you can't work.
     
  14. khos

    khos

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    Will Unity help this guy :



    Come on Unity, go for it!
     
  15. Ryiah

    Ryiah

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    Have you seen what happened to the assets they've acquired?
     
  16. khos

    khos

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    lol ok.
     
  17. Murgilod

    Murgilod

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    Every like... page that goes by in this thread, somebody pops in without having read any posts about why this is a bad idea or how the person creating the asset has said they don't want to sell to Unity.
     
  18. Ryiah

    Ryiah

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    If you wish to be a little less ignorant I recommend reading up on the current state of ProBuilder. Once you have you might realize how bad it would be for Unity to take over for Nano Tech. The most successful assets are the ones that stay independent.
     
  19. Ruberta

    Ruberta

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    Stay independent for assets in Unity means not free and might be very expensive. Unity should just buy nano tech to make it free. Just likes Text Mesh Pro, Pro Builder and Bolt. Unity need solution for the next generation of graphics. Sadly, Seb no longer work at Unity.
     
  20. Murgilod

    Murgilod

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    Free and then languishing without meaningful update or improvement for ages, you mean. You left out that very important part.
     
  21. Ryiah

    Ryiah

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    Software costs money to develop and maintain. Unity buying them up and making them freely available is great in the short term but without the income from them they lose their motivation to properly support them. All three of the assets you've mentioned are in an iffy state specifically because they were acquired.
     
    Last edited: Nov 26, 2022 at 6:26 AM
  22. Max-om

    Max-om

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    10 times faster and 1 draw call. I need this for VR. I wonder what happens if you import a standard lowpoly mesh that needs a normalmap to look good.
     
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