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What could this be ?


Adam

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  • 4 weeks later...

It got delayed because we decided to invest more time into the scene optimization system and this will be launched today. It's done, we are working on the tutorials now.

The problem was that we kept on coming up with improvements, and they were so encouraging that we had to keep at it! Framerate is something that every game developer wants more of, so this got priority. 

With the release today we were able to consistently get an average increase in frame rate of between 200% - 500%, in a low poly demo scene from Synty, and a peak (situational), increase of up to 900%! This is a massive improvement over our initial results of around 120%. 

So, revised ETA for this is now about a week.

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Another rather awesome bit of news is our progress on our terrain shader. We are starting on mobile / vr first so that we can ensure we have performance, and then will expand it to more sophisticated desktop scenarios.

2022-01-31 18_28_46-Canopy Room _ Microsoft Teams.png

This is a little graph showing the relative performance of the new system on a 4yo android phone. Note that we are using a 4 layer terrain texture... this is because increasing the number of textures decreases the performance significantly, and I know from experience that there is a lot you can do on terrain, even with just 4 textures.

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13 hours ago, Adam said:

Another rather awesome bit of news is our progress on our terrain shader. We are starting on mobile / vr first so that we can ensure we have performance, and then will expand it to more sophisticated desktop scenarios.

[snipped image]

This is a little graph showing the relative performance of the new system on a 4yo android phone. Note that we are using a 4 layer terrain texture... this is because increasing the number of textures decreases the performance significantly, and I know from experience that there is a lot you can do on terrain, even with just 4 textures.

Just hire Jason Booth already, lord knows Unity won't 😄

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