I was curios about new Unity rendering stuff as an Unreal dev, thanks a lot:)
@Ayres3D3 ай бұрын
Awesome! The great thing with all these new graphics tools is that both Unity and Unreal are doing amazing things in this space, which is fantastic for creators regardless of engine. Competition spurs on innovation!
@selimgonen3 ай бұрын
Fantastic content! One of my favorite channels for Unity, along with Ben Cloward's.
@Ayres3D3 ай бұрын
Thank you! Being mentioned in the same comment as Ben Cloward is an honor!
@lmao012 ай бұрын
Good video. I watched a few few videos already about this but only when you showed upscaling to 4k it showed massive value.
@Ayres3D2 ай бұрын
Awesome, thanks for the feedback!
@AriyaBayat2 ай бұрын
If you get the message: "Render Graph must be enabled to use occlusion culling." after enabling GPU Occlusion Culling, go to Graphics settrings, in Pipeline Specific Settings at the very bottom you should be able to find Render Graph, disable Compatibility Mode
@Ayres3D2 ай бұрын
Thanks for the call out!
@CodingBeat3 ай бұрын
Finally found some good video on features of unity 6. I would love to see more videos from you specially on the topics like AVPs and lighting related stuff. Overall you have great explaining skills.
@CodingBeat3 ай бұрын
ahh you don't have 100s of videos in channel so I can watch all topics you have covered till now
@Ayres3D3 ай бұрын
That feedback means so much to me, thank you! I am keeping up with a one video a week pace right now, but may scale up in the near future if I can negotiate it with the wife and kids! If you have specific topics, please let me know and I will add it to my list of topics to cover.
@Ayres3D3 ай бұрын
Here are a few links for AVPs and Lighting Basics, though lighting is pre Unity 6. kzbin.info/www/bejne/f4undGaKg8innbs kzbin.info/www/bejne/d2XYZ6GddtiSrJY
@CodingBeat3 ай бұрын
@@Ayres3D I was messing around this unity 6 for the first time. And I am having lot of issues with shaders for example if I import any of my polygon biome pack purchased from asset store when loaded in unity 6 it give errors with water shader. Btw I have 3 years of experience with unity on mobile games so I am not that beginner. Can you suggest me any shaders related video which I can study to see how shaders in unity 6 urp works.
@Ayres3D3 ай бұрын
@@CodingBeat sure thing. I can also take a look at that asset and see what I can sort out on my end. I’m out for the day, but will take a look and recommend some videos ASAP. If the shaders are built in shadergrpah that will likely be where I start is seeing which nodes might be acting up.
@INeatFreak3 ай бұрын
Great video and channel! Subbed and hoping more content like this.
@Ayres3D3 ай бұрын
Thanks for the sub!
@RexSmithIIКүн бұрын
Great video. For the gpu culling do you have to set up the game objects ( ocular or occuldie?) or does it do it automatically? Also can I also use the old way too occlusion culling on top of this new feature?
@Ayres3DКүн бұрын
Thanks! Occlusion culling works without any setup on the game objects themselves, just configuring in the render pipeline asset and graphics settings. It works by default on top of other culling such as frustum culling which is enabled by default. It would depend how you were implementing an older form of occlusion culling if it would work in conjunction with GPU occlusion culling, but I can’t think of a situation where I would try to do so. GPU Occlussion Culling works by using the depth textures from the current frame and the previous frame to cull objects. Unity renders only objects that are unoccluded in either frame. Unity culls the remaining objects, which are occluded in both frames. It is worth noting that GPU Occlussion Culling can only work after enabling the GPU Resident Drawer, so you typically want to use this technology when many game objects use the same mesh that can be turned into one draw call, and/or there is a large scene with significant Occlussion.
@garyhaus3 ай бұрын
Woohoo! Great topic discussion on these new features!!!
@Ayres3D3 ай бұрын
Thank you, Gary!
@HroftiHroftАй бұрын
magic!
@Ayres3DАй бұрын
⚡
@ronjartАй бұрын
Thanks for the overview! Do you know if GPU occlusion works on mobile VR?
@Ayres3DАй бұрын
The technology is not supported for mobile VR as of yet. One call out is also that you'll only benefit from GPU Occlusion Culling when the Resident Drawer is being used. Two of the main requirements are that the project be using Forward+ rendering and the target platform supports compute shaders. If you want occlusion culling in mobile VR I would recommend using the baked occlusion culling tool. Though this requires a pre-process in Unity. It does support static and dynamic meshes
@kenmaster85912 ай бұрын
Thanks!!!😌
@Ayres3D2 ай бұрын
Happy to help!
@RimuruDevАй бұрын
Thx
@Ayres3DАй бұрын
Happy to help!
@textusgames95182 ай бұрын
Thanks.
@Ayres3D2 ай бұрын
Happy to help!
@haochen48262 ай бұрын
so great
@Ayres3D2 ай бұрын
It is so cool to see how fast game engines are evolving right now! My mind raves thinking about being a game dev in 5 years!
@haochen48262 ай бұрын
@@Ayres3D I'm sure you can
@AlcadraSoykanАй бұрын
subscribed
@Ayres3DАй бұрын
Thank you!
@Technik3Dengineer3 ай бұрын
Very cool
@Ayres3D3 ай бұрын
Thank you!
@fv4202x3 ай бұрын
1) is gpu occlusion culling takes place of default occlusion culling or its still needed? 2) 14:11 why slider's max value can be more than 1? how "upscaling" would let you higher render scale than 1? These are my questions I'd be thankful if someone informs me.
@Ayres3D3 ай бұрын
GPU occlusion culling in Unity is used in addition to frustrum culling. You can increase the scale of Spatial Temporal Post Processing (STP) above 1 because it allows you to render a higher resolution image than your target display resolution, effectively "upscaling" the image to appear sharper and more detailed on screen, even if your native resolution is lower; essentially, you are generating a higher quality image that is then downscaled to fit your display, resulting in improved visual fidelity. This can help with things like anti-aliasing and overall visual quality, but I personally haven't found a situation where I would use this technique.
@FerdinandJosephFernandez3 ай бұрын
@@Ayres3D I think the question 1 is whether the new GPU occlusion culling is a replacement to Unity's own built-in occlusion culling system or not
@fv4202x2 ай бұрын
@@FerdinandJosephFernandez Yes I asked that but no problem, I tested it. Here is the result from my game. No occlusion culling bake + No gpu resident drawer: 800k tris Occlusion culling bake + No gpu resident drawer: 270k tris Occlusion culling bake + Gpu resident drawer: 90k tris. So no, we better use them both together.
@darkmattergamesofficial3 ай бұрын
I’m so jealous! I’m stuck on 2022 for the time being for my current game.
@Ayres3D3 ай бұрын
It is a blast to play with all the new Unity 6 tools!
@udede2 ай бұрын
Hello, congratulations on a very good job. Maybe it is not related to the subject but after I updated my project to unity 6 there is no menu “windows > rendering > rendering pipeline convert ”. I will convert materials to URP but there is no menu “windows > rendering > render pipeline convert”. There is only “Lighting, Light Explorer and OC,”. What could be the reason? Thank you.
@Ayres3D2 ай бұрын
If the button I think you're looking for is the one I use, it is under edit > rendering > materials
@hansfritz60263 ай бұрын
Subscribed 😊 I just switched to unity 6 can't wait what else they come up with
@Ayres3D3 ай бұрын
Glad to hear it. Thanks!!
@psadicodes3 ай бұрын
Great video! But I'm getting blur effect when I enable GPU Resident Drawer on UI too. Is there any way to solve it? a help would be greatly appreciated
@Ayres3D3 ай бұрын
Interesting. GPU Resident Drawer should only affect instances objects in the scene. Do you mean the UI is going blurry when activating STP? Or is is Resident Drawer causing the blur? Could you clarify if your UI is using Canvas or UI Toolkit? and if your UI is screen-space or world-space? Assuming this is for canvas in screenspace UI, first thing I would try is changing the render type on the canvas set to "Screen Space - Overlay" and see if that does the trick!
@sercangul41193 ай бұрын
Great demonstration, thx! Have you ever tested these brand new features with oculus integration package and mixed reality utulity kit. I have tried to impelmenet Resident Drawer along with GPU Occlusion Culling, somehow gpu utilization has drastically increased.
@Ayres3D3 ай бұрын
XR roadmap I am unsure of, but my understanding is that this works great with everything down to a mobile device, but hasn't been optimized to work with HMDs. I hope that integration comes soon!
@Valk-Kilmer26 күн бұрын
I have the Unity 6 beta, how do I get that PC_High in your Inspector so I can use STP and other features?
@Ayres3D26 күн бұрын
PC High I believe is a default render pipeline asset inside the URP template. If you create a new Render Pipeline asset it should have all the same tickable options.
@Valk-Kilmer26 күн бұрын
@@Ayres3D Sadly it doesn't, I don't see it in my Unity.
@Ayres3D26 күн бұрын
@@Valk-Kilmer interesting. I will take a look first thing tomorrow! To clarify are you saying that you are in the URP sample project and don’t see that PC High render asset? Or you’re in a different project and don’t see the option to enable STP in your custom render asset?
@Valk-Kilmer26 күн бұрын
@@Ayres3D I have now tried both on a fresh install, it is missing.
@Kanookoochn3 ай бұрын
I wonder if that upscaling and gpu Occulison is work on mobile?
@Ayres3D3 ай бұрын
They do work for mobile, which is pretty awesome. They work with URP on forward+ rendering. One cool piece of info: at Unite they demoed the Fantasy Kingdom with all 3 new graphics features running on an iPhone!
@sega57852 ай бұрын
It is great features but framrate remains the same
@Ayres3D2 ай бұрын
Interesting! I saw an improvement using it in scenes on my own projects.
@sega57852 ай бұрын
@Ayres3D I mean on your video it is about 170-200 all the time. GPURD is not efficient mutch on this type of scene. The number of duplicated objects should be huge for instancing to show its potential.
@Ayres3D2 ай бұрын
@sega5785 ah, I see what you mean. Felt like I saw a difference once switching to 4K display resolution but could be mistaken. I’ll poke around and see if I can find a more concrete example in a future tutorial. Thanks for the feedback.