MicroVerse - 64 terrains

00:17:32
https://www.youtube.com/watch?v=lALl23QpZJ0

概要

TLDRDie video bespreek die probleme en nuanses rondom die gebruik van 'n groot aantal treine in Unity-spelprojekte. Van die grootste uitdagings sluit in die enorme hoeveelhede data en geheueverbruik wat vereis word om besonderhede en teksture te hanteer. Unity se huidige trein-stelsel is nie goed geoptimaliseer vir hoëvolume en gehalte rendering nie, wat lei tot stadige verwerking en hoofbrekers vir ontwikkelaars. Die spreker stel voor dat ontwikkelaars heroorweeg of hulle regtig sulke groot terreine benodig, aangesien dit moeiliker en dalk onnodig problematies is om die inhoud behoorlik te vul. Die spreker het ook gewys hoe hy sy eie trein renderer geskep het om die opdateringsproses te optimaliseer en 'n beter prestasie tydens die bewerkingsproses te bied. Hierdie aangepaste stelsel fokus op sneller data-opdatering en nie noodwendig beter grafiese weergawe nie, maar dit verminder die redakteur se prestasie eise aansienlik. Deur hardware-tessellering te gebruik in plaas van Unity se ouer metodes, verminder sy benadering bottelnekke, wat gebruikers toelaat om meer doeltreffend met groot data-stelle te werk.

収穫

  • 🚂 Groot treine in Unity lei tot stadiger werkverrigting.
  • 💾 64 treine vereis tot 1.8 GB data vir hoogtekaarte alleen.
  • 🔧 Aanpassing van trein opdateringsoplossings kan prestasie verbeter.
  • 🧩 Hardware tessellering bied meer dinamiese detail in rendering.
  • 📉 Vereiste vir groot wêrelde moet deeglik oorweeg word.
  • ⚙️ Nie-eenduidige oplossings in Unity stel ontwikkelaars in staat om beter prestasie te kry.
  • 🌐 Unity se stelsel is verouderd vir huidige hoë-volume vereistes.
  • 📊 Eigen rendering systeme kan spoed en kapasiteit verbeter.
  • 🚀 Proxy renderering help om vinniger sigbare opdaterings moontlik te maak.
  • 🔄 Presisie en prosedure is nodig vir groot skaal spelontwikkeling.

タイムライン

  • 00:00:00 - 00:05:00

    Die video bespreek die uitdagings van die hantering van groot getalle treine in Unity speletjies, soos die invloed op werkverrigting en data-groottes. Dit noem dat Unity se terrein-stelsel, wat reeds 12 jaar oud is en nie ontwerp is vir moderne groot skerm speletjies nie, moontlik nie optimaal is nie. Dit beklemtoon die groot hoeveelheid data wat deur groot treine verbruik word en die gebruik van oneweredige teksstelsels wat meer druk op die geheue plaas.

  • 00:05:00 - 00:10:00

    Die spreker verduidelik dat Unity ontwerp is met 'n mate van buigsaamheid, wat ontwikkelaars toelaat om hul eie stelsels aan te pas vir beter werkverrigting. Hulle beskryf die skep van hul eie treinrenderer om data-opstelling te optimaliseer sodat Microverse beter kan werk met baie treine, wat 'n nie-desruktiewe werkvloei bied. Hulle wys die verskille in werkverrigting en stel verlaging van werkverrigting momente in eenhede van millisekondes voor met behulp van hul stelsel.

  • 00:10:00 - 00:17:32

    Hulle demonstreer die aktiewe aanpassing van 'n trein scene en die oorgang tussen die gebruik van Unity en hul proxy-rendering stelsel. Hulle wys hoe die gebruik van harde ware Tesselasie vooruitgang bied teenoor Unity se standaard tesselasie. Hulle bespreek ook 'n "proxy terwyl opgedateer word" modus wat proxy-rendering tydelik gebruik om werkverrigting te verbeter tydens aanpassings. Die video eindig met 'n bespreking van toekomstige moontlike ondersteuning en aanpassing van shaders vir verdere optimalisering.

マインドマップ

ビデオQ&A

  • Wat is die grootste uitdaging met groot treine in Unity?

    Die grootste uitdaging is die prestasie en geheueverbruik van Unity se ou trein-stelsel wat groot hoeveelhede data moet hanteer.

  • Hoeveel geheue gebruik 64 treine in Unity?

    Ongeveer 1.8 gigabyte, slegs vir die splat maps en hoogtemaps, sonder enige ekstra elemente soos bome of gras.

  • Waarom moet gebruikers buite Unity se standaard trein-stelsel oorweeg om eie oplossings te bou?

    Unity se stelsel is verouderd en nie ontwerp vir groot skaal stroming of hoëprestasie speletjies nie, so eie oplossings laat beter optimalisering toe.

  • Watter benaderings kan help om Unity se trein-stelsel te optimaliseer?

    Dit behels die gebruik van eienaarskap reisiger-oplossings en hardeware tessellering om prestasie te verbeter en veranderings vinniger aan te bring.

  • Waarom gebruik die spreker 'n eie trein renderer?

    Om vinniger opdaterings moontlik te maak en sodoende die totale geraamde tyd per opdatering af te bring, wat Unity se trein-stelsel andersins vertraag.

  • Wat is die funksie van die 'proxy' renderer?

    Die 'proxy' renderer laat vinniger opdaterings deur Unity trein beperkings te omseil, en word gebruik terwyl speletjie-inhoud bijgewerk word.

  • Hoe beïnvloed hardeware tessellering die weergawe van die treine?

    Dit gebruik dinamiese tessellering wat bydra tot meer konsekwente en gedetailleerde weergawe van terreine sonder Unity se standaard metode.

  • Waarom is die spreker se oplossing dit werd om te oorweeg deur ontwikkelaars?

    Aangesien dit beteken dat groot hoeveelhede trekterrein vinnig hersien kan word, verminder dit die totale werk oorhoofse en verbruik minder hulpbronne.

  • Hoe verskil die spreker se renderer van Unity se standaard weergawe?

    Die spreker se renderer gebruik hardeware tessellering en is geoptimaliseer vir vinnige opdaterings eerder as fokus op natuurgetroue weergawe kwaliteit.

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  • 00:00:00
    hi so today what I want to talk about is
  • 00:00:03
    Unity train specifically having lots and
  • 00:00:06
    lots of them as a lot of people do
  • 00:00:09
    so people come on my Discord every day
  • 00:00:11
    and they tell me about their you know
  • 00:00:14
    eight by eight grid of trains which is
  • 00:00:16
    64 trains uh I've the largest I've had I
  • 00:00:19
    think was 644 trains now
  • 00:00:24
    you know obviously they want to use
  • 00:00:25
    microverse to edit that in real time and
  • 00:00:29
    there's some sort of limit on that but
  • 00:00:31
    it turns out the limit has a lot to do
  • 00:00:33
    with unity train and to really delve
  • 00:00:37
    into this I want to talk about why this
  • 00:00:40
    is probably a terrible idea
  • 00:00:43
    so first off
  • 00:00:46
    a lot of the people coming in who are
  • 00:00:48
    building these giant trains
  • 00:00:50
    um you know they're starting a new game
  • 00:00:52
    et cetera they know they need a large
  • 00:00:53
    world for some reason
  • 00:00:55
    um and my first thought is to question
  • 00:00:57
    that do you really need a large world
  • 00:00:59
    right now uh because working with very
  • 00:01:03
    large numbers of trains makes everything
  • 00:01:06
    slower makes your builds much larger to
  • 00:01:09
    give you an idea let's just talk about
  • 00:01:10
    the data size that we're dealing with
  • 00:01:12
    this is a
  • 00:01:14
    64 trains in this scene here that I'm in
  • 00:01:18
    and if you'll notice over here it's 10
  • 00:01:21
    24 for the alpha map and uh 10 25 for
  • 00:01:25
    the height map now let's assume our
  • 00:01:27
    terrain is going to have 16 textures on
  • 00:01:29
    it and that means it needs four Alpha
  • 00:01:32
    Maps plus a height map it'll generate a
  • 00:01:34
    normal map and maybe it has a whole
  • 00:01:36
    texture maybe it doesn't but just let's
  • 00:01:40
    just talk about just the Splat maps in
  • 00:01:42
    the height map okay for 64 terrains
  • 00:01:45
    that's 1.8 gigabytes of data
  • 00:01:48
    and that's on the GPU side which uses
  • 00:01:52
    uncompressed textures but of the right
  • 00:01:55
    bit Precision on the CPU side at least
  • 00:01:59
    from what I can tell from the API it's
  • 00:02:01
    using floats for everything or integers
  • 00:02:03
    when it could be using bytes or halves
  • 00:02:06
    so it may be that internally that's
  • 00:02:08
    optimized but given that the train
  • 00:02:10
    system is 12 years old and written at a
  • 00:02:12
    time when Unity was mainly focused on
  • 00:02:15
    small indie games
  • 00:02:17
    and trying to ship to the web and to the
  • 00:02:22
    nascent mobile phone scene that was
  • 00:02:24
    starting up I somehow doubt that that's
  • 00:02:27
    all optimized internally
  • 00:02:29
    and these games that people play that uh
  • 00:02:32
    you know have these large streaming
  • 00:02:34
    worlds they have custom terrain renders
  • 00:02:36
    designed for streaming for large scale
  • 00:02:38
    rendering
  • 00:02:39
    um and the unity system is very much not
  • 00:02:41
    designed for that so I suspect on the
  • 00:02:44
    CPU this is even more memory and uh and
  • 00:02:49
    you have again you have the
  • 00:02:50
    representation on both the CPU and the
  • 00:02:52
    GPU and loading 1.8 gigabytes and by the
  • 00:02:55
    way this is before you add a single tree
  • 00:02:57
    or piece of grass and all that takes a
  • 00:03:00
    lot of data too so
  • 00:03:02
    before you drag out anybody grid of
  • 00:03:05
    terrain think if if you really need it
  • 00:03:07
    and if you really want all the hassle of
  • 00:03:10
    getting that to work now there are
  • 00:03:12
    compression systems out there if there's
  • 00:03:14
    streaming systems out there but I will
  • 00:03:16
    tell you the second that that hits the
  • 00:03:18
    unity train system it is no longer
  • 00:03:20
    compressed right so if you are going to
  • 00:03:23
    have large view distances and things
  • 00:03:25
    like that then uh you're gonna have to
  • 00:03:27
    load all that stuff and it's going to be
  • 00:03:29
    uncompressed and in unity formats and I
  • 00:03:31
    will also tell you that it takes a long
  • 00:03:33
    time to set that data on a Terrain
  • 00:03:36
    so you're even with a streaming system
  • 00:03:39
    and a compression system you might get
  • 00:03:40
    the data size down somewhat but you're
  • 00:03:42
    probably going to be creating hitches uh
  • 00:03:45
    and then the other thing is just like is
  • 00:03:47
    your game really does it really need
  • 00:03:49
    that now
  • 00:03:50
    um you know a lot of a lot of people
  • 00:03:52
    will build the world first before they
  • 00:03:54
    build their gameplay but it's really
  • 00:03:56
    hard to fill a very large world and uh
  • 00:03:59
    with any kind of meaningful content and
  • 00:04:02
    you know you may just just find that
  • 00:04:04
    you've just created a big empty world
  • 00:04:06
    with a couple small pieces of content at
  • 00:04:08
    the end of the day and you've spent a
  • 00:04:10
    ton of time managing this giant train
  • 00:04:12
    checking in and out of per force you
  • 00:04:14
    know backing it up all the things even
  • 00:04:17
    if everything worked fine
  • 00:04:19
    so uh since I know everyone's going to
  • 00:04:21
    do this anyway because again I see this
  • 00:04:23
    on my Discord on a constant basis
  • 00:04:27
    um I decided that I would look into
  • 00:04:29
    optimizing this process a bit to make
  • 00:04:31
    microverse able to work with these this
  • 00:04:33
    many trains uh at you know a better clip
  • 00:04:37
    than it does now and I also love
  • 00:04:39
    optimization problems so it was fun for
  • 00:04:41
    me to to do this so
  • 00:04:44
    uh what I did was I ended up building my
  • 00:04:46
    own train renderer which again if you're
  • 00:04:48
    going to actually ship a game with large
  • 00:04:51
    streaming worlds is one of the options
  • 00:04:53
    that you might want to consider is
  • 00:04:55
    replacing Unity terrain and one of the
  • 00:04:57
    wonderful things about Unity is that you
  • 00:04:59
    can actually do things like that you can
  • 00:05:01
    write your own train system and get it
  • 00:05:02
    to work without pulling your hair out
  • 00:05:05
    um you know it's a very flexible engine
  • 00:05:08
    and you don't have to use their stuff
  • 00:05:10
    and in fact most of the uni games I've
  • 00:05:11
    shipped have used Unity stuff where it
  • 00:05:14
    didn't matter so much where we didn't
  • 00:05:16
    need performance where it wasn't about
  • 00:05:20
    the core of our game and I've replaced
  • 00:05:23
    most of the unity systems for things
  • 00:05:24
    that are really needed the performance
  • 00:05:26
    in core
  • 00:05:28
    um and you know you can do that because
  • 00:05:31
    you know the constraints of your game
  • 00:05:32
    and can make a less General system and
  • 00:05:34
    optimize for that so what I've done is
  • 00:05:36
    I've written a train system that's
  • 00:05:38
    designed to optimize out uh some of the
  • 00:05:41
    overhead of setting up data on a Unity
  • 00:05:43
    train so that microverse could be faster
  • 00:05:46
    this doesn't render more efficiently
  • 00:05:48
    it's not a better training system it's
  • 00:05:51
    it's a trained system designed to be
  • 00:05:53
    updated quickly
  • 00:05:55
    so
  • 00:05:57
    um I'm gonna show off a little bit of
  • 00:06:00
    unity terrain first and then we're gonna
  • 00:06:02
    time it and I'm going to show off my
  • 00:06:03
    train system and we're going to talk
  • 00:06:05
    about the differences
  • 00:06:07
    um so if I switch this to wireframe
  • 00:06:11
    and I deselect this uh what you'll see
  • 00:06:13
    that Unity train does
  • 00:06:16
    um is that when you set a height map on
  • 00:06:19
    it it actually generates this data to
  • 00:06:21
    tell it how much to tessellate in a
  • 00:06:22
    given area
  • 00:06:24
    and it does that by looking at the
  • 00:06:26
    differences in the height map if there's
  • 00:06:27
    a lot of differences if it's really
  • 00:06:30
    deviating from being a plane it'll
  • 00:06:32
    tessellate that area more and so you can
  • 00:06:33
    kind of see how it's tessellating these
  • 00:06:35
    areas here where there's more detail and
  • 00:06:38
    leaving other ones where it's more flat
  • 00:06:41
    um uh you know alone
  • 00:06:44
    so
  • 00:06:46
    um
  • 00:06:46
    that is a nice Advantage there's some
  • 00:06:49
    other things they do as well but it
  • 00:06:51
    means that when I set the data on the
  • 00:06:53
    train uh or anybody does at runtime it
  • 00:06:56
    has to recompute all of that and it's
  • 00:06:58
    expensive so
  • 00:07:01
    uh and again it's a very old system
  • 00:07:03
    not optimized in modern ways so
  • 00:07:08
    um let's time some stuff and see the
  • 00:07:11
    difference uh so right now
  • 00:07:14
    um if you look on the microverse
  • 00:07:16
    component if you have this all set up
  • 00:07:18
    correctly it requires microsplat and
  • 00:07:21
    I'll get into what you have to do there
  • 00:07:22
    in a minute but right now I have it set
  • 00:07:25
    to be always Unity which means always
  • 00:07:27
    use the unity terrain update it render
  • 00:07:29
    with it etc etc
  • 00:07:33
    um let's time that so again this is a 64
  • 00:07:37
    uh terrain scene it's massive uh it's
  • 00:07:40
    not fully detailed or anything but it's
  • 00:07:42
    enough to kind of show uh show the
  • 00:07:44
    issues here
  • 00:07:46
    so if I move
  • 00:07:49
    um
  • 00:07:50
    this slider uh while we're timing it it
  • 00:07:54
    will update the uh tray now microverse
  • 00:07:58
    builds terrain from the very beginning
  • 00:08:00
    of a flat empty terrain all the way to
  • 00:08:03
    the final result every time you make a
  • 00:08:05
    change
  • 00:08:06
    this gives it a non-destructive workflow
  • 00:08:08
    and uh it's a little it can be a little
  • 00:08:11
    slow when you have 64 trains and 1.8
  • 00:08:14
    gigabytes of data to update
  • 00:08:16
    um but microverse actually isn't the
  • 00:08:19
    bottleneck here it's actually
  • 00:08:22
    um I mean it you know it's it's not free
  • 00:08:25
    uh but the bigger bottleneck tends to be
  • 00:08:27
    the unity train and uh so by writing my
  • 00:08:31
    own train system I'm able to get around
  • 00:08:32
    some of this so if I drag this slider
  • 00:08:34
    around
  • 00:08:37
    uh we'll start getting some timings here
  • 00:08:39
    you can see the scene fully updating now
  • 00:08:41
    it's rebuilding everything it's
  • 00:08:42
    rebuilding the height Maps you know et
  • 00:08:44
    cetera et cetera so there we go
  • 00:08:47
    got some timings and let's scan over
  • 00:08:49
    these timings and see kind of what we're
  • 00:08:51
    spending here
  • 00:08:54
    um you'll get ones that are lower
  • 00:08:55
    because it didn't update in that frame
  • 00:08:56
    but you'll get these ones here like this
  • 00:08:58
    one's 180 there it updated
  • 00:09:02
    um 192.
  • 00:09:05
    149 it's not not terrible
  • 00:09:08
    194. so that's kind of our Peak right
  • 00:09:12
    now and if we look at the timings of
  • 00:09:13
    this you'll see that there's this
  • 00:09:15
    Graphics wait for present on Graphics
  • 00:09:17
    thread now this includes all the
  • 00:09:20
    microvas verse work plus all the work
  • 00:09:23
    Unity train does in like rendering base
  • 00:09:25
    maps and things like that when you set
  • 00:09:27
    it
  • 00:09:28
    so that's kind of the the bit that
  • 00:09:32
    um we're going to chip away at but we're
  • 00:09:35
    also going to chip away at the rest of
  • 00:09:36
    it because it was 194 milliseconds for
  • 00:09:39
    everything uh in total and
  • 00:09:42
    um I'm trying to think of something else
  • 00:09:44
    I should show here if I actually look at
  • 00:09:46
    well no I can't show you that
  • 00:09:48
    um but what we're seeing here is we're
  • 00:09:50
    seeing that there's 40 milliseconds of
  • 00:09:53
    overhead on the CPU that are not just
  • 00:09:55
    waiting around for the graphics card and
  • 00:09:58
    the graphics card is taking 151
  • 00:10:00
    milliseconds to do its work
  • 00:10:03
    so let's switch this to my proxy
  • 00:10:05
    renderer
  • 00:10:09
    I go here and we change this to always
  • 00:10:10
    proxy and that means it's always going
  • 00:10:12
    to render with my rendering system
  • 00:10:15
    and
  • 00:10:16
    um
  • 00:10:17
    I'm going to go to the mud here
  • 00:10:23
    and here we go and also keep in mind it
  • 00:10:26
    has to render the whole terrain as well
  • 00:10:29
    um
  • 00:10:31
    so
  • 00:10:33
    let's drag that layer weight around
  • 00:10:39
    go
  • 00:10:40
    where I lose it
  • 00:10:43
    and now we see
  • 00:10:46
    122 131
  • 00:10:50
    130
  • 00:10:52
    so we were at like we we knocked a good
  • 00:10:55
    50 milliseconds off of most of these
  • 00:10:56
    updates
  • 00:10:58
    um which is nice that's a nice gain and
  • 00:11:01
    I think I can probably get that a little
  • 00:11:03
    faster too
  • 00:11:05
    um
  • 00:11:06
    and what you're also seeing here is
  • 00:11:08
    because I'm I'm in a particularly Long
  • 00:11:09
    View it's also rendering uh the scene
  • 00:11:12
    which takes time it has to call it all
  • 00:11:14
    and render it which is not fast either
  • 00:11:18
    and we'll see that the graphics wait for
  • 00:11:19
    presents on sync went down by 30
  • 00:11:22
    milliseconds and then the overhead on
  • 00:11:25
    the C plus plus or sorry C C sharp and
  • 00:11:28
    unity terrain system side is is almost
  • 00:11:30
    gone as well so that went from this went
  • 00:11:34
    down by about 30 milliseconds and this
  • 00:11:36
    went down uh the remainder by another I
  • 00:11:40
    don't know another 40 or 50. so we saved
  • 00:11:44
    quite a bit of time uh on updates with
  • 00:11:47
    this
  • 00:11:48
    now there is a slight difference between
  • 00:11:50
    my renderer and that because my render
  • 00:11:53
    is not Computing that uh LOD map and and
  • 00:11:56
    doing the tessellation the way that uh
  • 00:11:59
    Unity does mine just uses Hardware
  • 00:12:01
    tessellation and so if you look at
  • 00:12:03
    something like this sometimes let me see
  • 00:12:05
    if I can find an area where it's doing
  • 00:12:06
    let me make sure I am on the proxy
  • 00:12:09
    renderer right
  • 00:12:10
    it's great when you can't tell them
  • 00:12:12
    apart all right there we go I am on the
  • 00:12:13
    proxy renderer so
  • 00:12:16
    um
  • 00:12:17
    I like it on it
  • 00:12:20
    there we go
  • 00:12:22
    um sometimes when you move in and out
  • 00:12:24
    you can see there we go the tessellation
  • 00:12:27
    will swim a little bit and that's
  • 00:12:29
    because uh the tessellation for
  • 00:12:33
    um Hardware tessellation is a dynamic
  • 00:12:35
    tessellation and so it's kind of
  • 00:12:38
    constantly changing
  • 00:12:39
    and the other thing you'll notice is
  • 00:12:41
    that if I go into a wireframe mode it's
  • 00:12:45
    uh
  • 00:12:46
    it's not just squares right it kind of
  • 00:12:49
    is formed by this triangle shape
  • 00:12:52
    uh so it doesn't line up with the splits
  • 00:12:55
    where the unity train is uh and it
  • 00:12:57
    actually goes a fair bit higher res and
  • 00:12:59
    probably could be optimized for
  • 00:13:00
    rendering a little bit it's not designed
  • 00:13:02
    for rendering it's really designed for
  • 00:13:04
    fast updates
  • 00:13:06
    um
  • 00:13:07
    so anyway
  • 00:13:09
    um that's the basic idea of this is
  • 00:13:12
    let's just eliminate a bunch of the
  • 00:13:13
    train bottlenecks and get faster editor
  • 00:13:15
    performance and then there's one other
  • 00:13:17
    feature that I should show off
  • 00:13:20
    and uh
  • 00:13:22
    that is there's this mode here called
  • 00:13:26
    proxy while updating and what that means
  • 00:13:29
    is that I'm going to use a Unity train
  • 00:13:31
    renderer and then when you're done
  • 00:13:34
    oh here's another problem that you need
  • 00:13:36
    train does I am just slightly above the
  • 00:13:38
    maximum height of the height map and so
  • 00:13:41
    it Clips there whereas my renderer does
  • 00:13:43
    not do that because it doesn't care
  • 00:13:47
    um
  • 00:13:48
    so let me just get that
  • 00:13:51
    uh oh here we go pull this down a little
  • 00:13:55
    bit
  • 00:13:55
    there we go
  • 00:13:58
    um
  • 00:14:00
    so yeah uh
  • 00:14:05
    there we go
  • 00:14:10
    um so proxy while updating what it does
  • 00:14:13
    is it turns on the proxy rendering when
  • 00:14:16
    you're doing an adjustment and turns it
  • 00:14:18
    off when it thinks you're done with it
  • 00:14:21
    and so here I can just slide this layer
  • 00:14:24
    back and forth you can see that the
  • 00:14:26
    train does look a little bit different
  • 00:14:28
    but as soon as I stop messing with it
  • 00:14:30
    it'll pop back to Unity terrain when it
  • 00:14:33
    thinks I'm done
  • 00:14:35
    and uh you can see this with the
  • 00:14:38
    wireframe view pretty clearly
  • 00:14:42
    um
  • 00:14:44
    there we go so you can see it's Unity
  • 00:14:46
    train right now
  • 00:14:47
    and then it switches to my proxy
  • 00:14:49
    rendering
  • 00:14:51
    and sometimes it doesn't always get it
  • 00:14:54
    back
  • 00:14:55
    but if you save the scene or or hit the
  • 00:14:58
    sync button uh one of the problems with
  • 00:15:01
    sliders is I don't know when you're
  • 00:15:02
    really done with them
  • 00:15:04
    so it'll snap back to Unity rendering
  • 00:15:07
    when it when it does have a moment and
  • 00:15:09
    it's like hey I don't think you've done
  • 00:15:11
    anything in a little while I think I can
  • 00:15:12
    I can I can do the work now and it'll I
  • 00:15:15
    call it sneaky save back I do it with uh
  • 00:15:18
    the height editing as well to speed
  • 00:15:19
    things up
  • 00:15:20
    so anyway
  • 00:15:22
    um that was a nice Improvement for large
  • 00:15:24
    terrain supports uh if you're
  • 00:15:27
    that time that Unity spends uh on the
  • 00:15:30
    CPU is pretty constant
  • 00:15:33
    meaning that
  • 00:15:35
    a beefier machine is a little bit faster
  • 00:15:37
    but it's not world's a difference faster
  • 00:15:39
    I'm running on a laptop right now so if
  • 00:15:42
    you're on a desktop machine with like a
  • 00:15:44
    you know a modern 40-90 or whatever uh
  • 00:15:48
    that all that GPU time is going to be
  • 00:15:50
    cut way way down and this probably you
  • 00:15:53
    know will edit in real time again
  • 00:15:56
    so especially with the proxy rendering
  • 00:15:59
    um that helps a lot
  • 00:16:01
    um so anyway right now this requires
  • 00:16:04
    micro Splat because
  • 00:16:06
    um
  • 00:16:07
    uh I have to use a special Shader and so
  • 00:16:10
    I can generate that Shader for me and uh
  • 00:16:13
    it can render it all in one pass and
  • 00:16:15
    using the formats that I use and
  • 00:16:17
    um I may extend this to work with
  • 00:16:19
    unity's Shader uh if it's useful enough
  • 00:16:22
    to people
  • 00:16:24
    that they want it to but it will require
  • 00:16:26
    a whole different rendering path because
  • 00:16:28
    of the way Unity Shader renders terrain
  • 00:16:30
    it actually requires drawing in a whole
  • 00:16:32
    bunch of times so
  • 00:16:34
    um so yeah the way this is set up right
  • 00:16:36
    now
  • 00:16:37
    turn this back to shaded
  • 00:16:41
    is that once you convert to microsplat
  • 00:16:46
    you can turn on a setting in the
  • 00:16:50
    microsplat Shader right here my reverse
  • 00:16:54
    microverse preview export microverse
  • 00:16:57
    preview if you turn that on it'll output
  • 00:16:59
    the special Shader and then the
  • 00:17:03
    controls here for it will show up
  • 00:17:06
    and let you uh let you
  • 00:17:11
    choose the mode and use the new renderer
  • 00:17:13
    so
  • 00:17:15
    anyway
  • 00:17:16
    uh that's a gist of what I wanted to
  • 00:17:18
    talk about
  • 00:17:20
    um and again just trying to make my
  • 00:17:22
    stuff not the bottleneck in your crazy
  • 00:17:24
    adventure for your 2000 terrain game so
  • 00:17:28
    all right bye
タグ
  • Unity træns
  • Optimization
  • 3D Rendering
  • Performance
  • Microverse
  • Memory Usage
  • Terrains
  • Game Development
  • Rendering Systems
  • Custom Solutions