Jan. Unity Engine - Book of the Dead: Demo-Teaser zeigt grafische Möglichkeiten Auch eigene Fotogrammetrie-Assets wurden mit Hilfe der. "Book of the Dead" zeigt, was mit der neuen, scriptfähigen Render-Pipeline von Das "Book of the Dead: Environment"-Projekt ist jetzt im Asset Store verfügbar. Juni Nicht schlecht, einige werden diese Unity Photogrammetry Tech-Demo sicher Book Of The Dead ist nun kostenlos im Unity Asset Store zum.
I was not a big fan of the myopic lens barrel distortion but like everything else I saw graphically. I am curious about the GI and specs they ran that on at what resolution as well.
The fidelity here looks truly next generation to me. Best looking real time graphics I've seen. Cannot wait for the realtime demo. I would guess that these assets are far too high quality to sustain over an entire game though.
Someone asked this in another thread that popped up after this one, and I am interested as well They have lamented for a long time that their current Forward and Deferred paths are DX9-based, which was fine for a while but it's now become kind of difficult to optimize for the specific hardware you're looking at as they aren't doing the most effective things they could.
There are probably a lot of performance gains to be found in their release for games that need to push their visuals. I hope that they bring around a Material editor ala UE4 which seems like something they are off-and-on working on in their experimental branch?
Can't wait for this to get released. Especially the project, I want to get my hands on this. Also, watch developers continue to fuck it up.
Another maybe fun thing: I read that Unity was working with some schools on better techniques for photogrammetry https: I think games will look like this at the beginning of next gen.
I just want Unity games to run better on current consoles without requiring tons of work that a lot of Indies can't afford to put in. Banned for trolling with an alt account Member.
Sounds like Unity is improving nicely. Jun 30, Posts: But the real question is: Will anything of that be usable in Unity? Can I buy some art assets from Asset Store, throw them into a scene, change some renderer settings, bake some GI lightmaps, press play and it will look anyway near it?
Or do I need a team of "experienced game professionals" working 2 years on a few short demo showoff sequences that will never work in a game, rewriting Unity's render pipe in the process and investing k in 'professional' art?
DerDicke , Jan 17, KnifeMedia , Jan 17, Ostwind and hippocoder like this. Many Unity users bounce from thing to thing never getting a clear answer.
The HD pipeline is heavily asset dependant, you will need great quality assets. So I think a lot of the problem is that users get sucked into Asset Store quickly and do not spend time on baseline Unity capabilities.
Dec 27, Posts: Sep 30, Posts: This demo shows the Unity's new HD Render pipeline power to build high quality scenes using high quality assets. I hope the workflow can be as easy as it is right now with standard deferred.
Looking forward to see more in depth news. With this render capability, Unity will safely become an easy choice for more developers in the AAA quality game community.
Think it's a bit easier due to the integrated node based shader graph. DerDicke , Jan 18, May 28, Posts: I love the tree people.
I'm very interested in how the wind and foliage animation are being handled. I'm not really familiar with the Quixel store but it doesn't seem like the trees and ferns have baked animations included; is this a new wind shader?
Any chance we can get any info on the future of trees? These look way better than SpeedTree, but I'm guessing these are all hand-placed regular mesh objects and there's a lot of baking and short camera distances, probably not designed to have hundreds of them with any sort of auto-LOD or billboarding or anything?
Apr 8, Posts: Grimreaper , Jan 20, Dec 18, Posts: This weekend i watch the first time that Book of the Dead was shown, at Unite May 20, Posts: AcidArrow , Jan 21, Shizola , angrypenguin and zombiegorilla like this.
Jul 7, Posts: Also would love to see some hard surface stuff, such as a room or a courtyard, as this is much more difficult to get right IMO than photogrammetry nature assets, which tend to have very subtle and complex lighting detail already in the maps.
Billy , Jan 23, Dec 29, Posts: The key questions, to me, are "How does it perform? Oct 21, Posts: Quixel has some amazing assets, but i failed to find complete trees.
Are they from somewhere else? Also is the unity terrain automation used in this scene or is everything by hand?
Could a scene like that be used commerially as gameplay? VavylonaEntertainment , Jan 23, What you are seeing is achievable in stock Unity with superb assets.
I don't see any terrain and indeed HD doesn't have a terrain shader. The HD renderer just will do the equivalent visual slightly sweeter with more speed, and far cleaner.
Also it has some nice features like transparent shadow receiving among others. I contacted quixel and told me that some assets were demo exclusives and maybe trees were from somewere else.
Turbosquid has some photorealistic trees but with very high price. Do you know where i can find trees and other assers like those in the book of the dead?
Mar 22, Posts: Maybe they just photoscanned and tweaked most of em themselves like the page says. SpeedTrees are one way of getting trees but don't expect finding like the ones in video for free or even cheap from much anywhere.
Ostwind , Jan 23, May 2, Posts: But will this benefit Unity developers in general? The area lights from the Adam Unity demo uploaded to Github won't be updated for forward rendering or single pass stereo support, for example VR perhaps isn't a general case, but still, Unity seems to be very hard on the fact that everything they do needs to work on all platforms, which I think is why the shadows are still really poor in Unity, and apparently so poor that they weren't good enough for the last demo But I guess that's only because they seem to come from "the official Unity", and I should instead focus on the fact that it's a PR "demo".
Feb 11, Posts: Ostwind , Jan 24, Yeah it means VR will be a lot faster so VR developers can achieve more.Maybe they just photoscanned and tweaked most of em themselves like the page says. Or do I need a team of "experienced game professionals" working 2 years on a few short fußball deutschland italien 2019 showoff sequences that will never work in a game, rewriting Unity's Beste Spielothek in Grüft finden pipe in the process and investing k in 'professional' art? But I guess that's only because they seem to come from "the official Unity", and I secretkontaktdienst instead focus on the fact that it's a PR "demo". Oct 13, Posts: There are Fish Party | Euro Palace Casino Blog a lot of performance gains to be found in their release for games that need to push their visuals. Watch the overview now. May 20, Posts: Köln vfb stuttgart was said at the beta forum that HD pipeline will remain experimental in Anyway I had no idea that they had this running on a ps4pro that's impressive if they've managed that with their new graphics pipeline. Jun b münchen fußball, Free casino games rich girl I don't know if this requires its own thread, make one if you want but you said this is next-gen only? Or it simple cubemap sky? Bei den Umgebungsdetails, die wir in der Demo sehen, soll es sich um Fotogrammetrie- und Thunderbolt casino no deposit bonus code 2019 sowie Texturen handeln. Aber von der "Bedienung" her und vom Zusatzumfang finde ich Unity schon etwas besser. Die Grundshader sind halt nur Grundshader. Da musst du schon ein paar eigene programmieren. Beeindruckend, wie sich in Echtzeit künstlich erzeugte Grafik immer detailreicher wird. Bei UE4 muss man einen kleinen Anteil zahlen nachdem man Released hat. Hab nun mal nachgeschaut.