As an asian kid, my parents refused to buy me a console. I played PC multiplayer games.
Social drew me into gaming and working with @GardensChris, Stephen Bell, @hxLexie and Serge Knystautas was my dream. @GardensDevs is building a generational game.
https://t.co/CdNHyNA0G0
@_abinas@unity3d most likely no. There have been some great improvements to rendering API and GI solutions since this implementation. This was pre ray tracing support. while it was still pretty impressive with what it could do.
it would be drastically improved by leveraging modern tech.
[WIP] HXGI - Realtime GI solution for @unity3d. Temporally stable Denoiser is starting to look pretty good at 1spp. Ill post a video of it in motion soon.
@AggroCrabGames Wouldn't this mean you are in breach of your contract as you are bringing extra expenses microsoft needs to pay as part of the gamepass deal? Talking to your lawyer might be advised.
Does headless servers count as a unity install?
Dota 2 has 2.2 million games played per day
2,200,000 * $0.01 * 365 days = $8,030,000 per year you would pay unity just to run your servers in the cloud. monetization models are going to get wild, sorry gamers... #unity3d
This axios article clearing everything up only makes things more confusing. its saying distributors are on the hook to pay the fee not developers, @Microsoft you going to pay for this meal?
bihttps://www.axios.com/2023/09/13/unity-runtime-fee-policy-marc-whitten
@PCzacD @DMeville was going to suggest the same thing, If you have a homogeneous fog value it tends to wash out unless you implement none realistic extinctions and scattering like more density in sunlight vs shade etc which come with more issues.
@onefoxstudio @HarryAlisavakis +1 To Microverse for people wanting something similar. Been messing with it recently and it has some really great features. @slipster216 did a great job with it.
Made some more progress on my custom gaming phone over the holiday break, 3D prints just arrive from @JawsTec3D!
Switched over to rails for the controllers as the embedded magnets couldn't handle the sheer force. Screen is now held in with end caps, no need for adhesives!
@alexanderameye@thisistehks@unitygames I could come up with more reasons to want a SRP but you can do a lot with URP and HDRP, although their LTS versions are lagging pretty far behind.
@alexanderameye@thisistehks@unitygames custom SRP is mostly linework related, All linework, interior and exterior supports MSAA and composites with correct depth, fog and lighting. We can also manipulate linework based on parameters so color, linewidth etc.
@RaphErnaelsten@AssetStore@unity That's great to hear! As long as everything isn't obfuscated it should be very easy to hook up as our SRP is branched from URP.
We have a very unique renderer and require a volume based approach for compositing, we would love to be part of the beta, Look forward to your updates!
@RaphErnaelsten@AssetStore@unity I'm seeing more and more packages abstract code into DLL's making it harder / impossible to integrate with out decompiling the DLL's.
@RaphErnaelsten@AssetStore@unity Awesome, I have been hoping Aura 3 was still in the works, I'm guessing its froxel based solution for easy transparency/forward support still?
One request is to have the source available, so its easier to hook up to custom SRP.
Is there a release/beta data set?