Jan. Eine Gruppe von Unity-Entwicklern hat mit Book of the Dead eine Technikdemo Im Release enthalten sind die Lightweight Rendering. Jan. Rein optisch liefert Unity nun mit "Book of the Dead" einen wirklich attraktiven Das Demo-Team hat "Book of the Dead" zusammengebaut und da wird schnell .. Nächster Artikel Full Metal Furies: Trailer zum Release des. Jan. Die frischesten Trailer, Kritiken und Interviews zu Book of the Dead - Unity Demo Teaser anschauen auf Gamereactor Deutschland.
Utilizing a new feature called the "Scriptable Render Pipeline," which was introduced to the Unity beta program in the recently released Unity The sheer complexity of the demo should be enough for any developer to stop and take notice — not just Unity developers.
Long before it began reaching critical mass in terms of popularity, Unity was considered a comparatively easier platform for new game developers to get started on versus other tools.
And, historically, the common assumption regarding starting with Unity was that once the developer reached a high enough level of sophisticated development experience, they would move on to something like the Unreal Engine.
The primary reason for that assumption was that while Unity was accessible to developers of every level, its rendering quality, particle systems, and other features did not match the competitors out there.
In an effort to not only hold onto the developers that start by using Unity, and draw in veteran developers as well, the Unity team has, over the last few years, made major efforts to update the platform's rendering pipeline.
That work is best represented in the video above, which reaches near photorealism at points and closes the gap between Unity and its competitors.
Achieving the feelings a forest evokes is one of the hardest challenges when working within real-time graphics.
We set out to tackle this with 'Book of the Dead' to see how much a small team like ours could accomplish working within Unity We use new features when they're introduced early in their development cycle, and we partner closely with our tech teams to push new features to their limits, so that the innovations we uncover together will make a better product for our developers.
When a demo is done, we know that the engine has achieved new functionality; and we are excited to see developers use this tech for their next creations.
One could say that photorealism was, at one time, the ultimate goal of all rendering engines. And while easily accomplished with 3D rendering software packages like Maya or 3ds Max , both of which can eat up hours rendering a single frame, "real-time" photorealism, which requires a minimum of 24 frames per second, has always been one of those features that seemed far from possible.
But with the increase in computing power we've experienced in recent years, real-time rendering of simple scenes was a major milestone that has been reached with the Unreal Engine.
These scenes are typically set in interior room spaces. In an effort to minimize the volume of 3D mesh polygons, the scenes usually feature many square or box objects.
Given that usual approach to real-time rendering in the Unreal Engine, the organic nature and complexity of the real-time scenes in "Book of the Dead" are really mind-blowing and a major step forward in the quality race maybe even a step ahead of everyone.
Improvements in rendering quality aside, a few other major features that are being introduced in the Unity Thank you in advance for any clarification.
Jun 20, Posts: Jul 23, Posts: ZarateA and Trungdv like this. Sep 20, Posts: SirTwistedStorm , Jun 20, Oct 8, Posts: How is Unity Companion License for sharing the code in github?
If these are allowed publicly in github, people could maintain custom versions with these changes with upcoming SRP improvements.
Sep 30, Posts: Why "Hapki" plugin was needed in order to build the Player Controller? Oct 7, Posts: First of all, thank you for amazing work!
I just checked demo and it is beautiful. Can you answer few questions about terrain? I disable all props to look at terrain and I saw that squares sometimes appeared and disappeared when I moved around a scene.
Look at image in attach. How did you create layers in terrains and in terrain materials? Oct 25, Posts: For the patches of terrain disappearing, do you have the occlusion culling window active by any chance?
We made the hdrp layered shader work with the legacy terrain but it's a little bit hacked in in this project.
A proper solution for that is in the making. But in the meantime in this project: Look at the terrain material applied on the terrain, all the layers are setup in there.
The texture layers in the terrain object properties are actually not used by the material, we just needed 4 of those with any texture to be able to paint the different layers on the terrain.
I don't know if it is clear enough. I can make clearer explanations when I will be back from Unite tomorrow. In one word, look for the terrain material, it's all in there.
Jul 14, Posts: What techniques or assets do people recommend to best easily reduce the polys and file sizes of these assets? May 1, Posts: Sep 23, Posts: Mar 21, Posts: This Project is amazing , but I ran into a problem.
I did everything by the instructions and the project works fine. But when trying to create a new terrain it's pink an I didn't find a way to get rid of that.
Any ideas how to fix that? TheNightFury , Jun 20, Thanks would be great! Oct 15, Posts: Amazing project, I'm going to have a blast playing with this.
But it would be really helpful if you guys could give us some sort of documentation on how everything is organized in the scene.
I hope this is coming? Nov 28, Posts: I threw some characters in: Apr 2, Posts: It is photo-realistic in my eyes… Thanks for that.
Firlefanz73 , Jun 20, Jan 18, Posts: I'm using the Unity Kernel 'KMainTopRight' not found. Camera cameras, IntPtr loopPtr at C: Feb 27, Posts: What's the main reason why the Progressive lightmapper was used instead of the Enlighten GI system?
Can the same or better be achieved with Enlighten or not as well. Migueljb , Jun 20, Dec 8, Posts: Jun 21, Posts: How run in fullscreen mode?