Getting started with streaming virtual texturing for games | Unite Now 2020

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Streaming Virtual Texturing optimizes the use of graphics resources to improve the quality of your 3D projects. Learn about the significant advantages this texture-streaming technology offers when using many high-resolution textures.

Speaker:
Aljosha Demeulemeester, Graphics Streaming R&D Lead (Unity)

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Really badass that this has finally come to Unity. Thanks for making this possible, guys! :)
Great explanation too! -- Of course I'm definitely still waiting on URP support... But you guys did an amazing job. :D

awesomedata
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Eat something. Your stomach rumbles: 9:27 :D

kamilfalenta
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did get most of it, but amazing tutorial. Gonna have to watch again to see if I understand it all.
How do you deal with UDIMs tho? I'm trying to import them from substance... and cannot get them to work on my mesh

Tenchinu
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Does this work in built-in ? if not why is it available there ? I keep getting a "Texture was imported with option 'Virtual Texture Only' enabled (VT-Only), yet it is being used as a normal non-VT texture in the project. Referencing this texture in any way other than in Texture Stacks (e.g., in a script) causes the texture to be serialized for player build which is not allowed." error on build. Are there extra steps required other than enabling the feature ? Does it need custom shaders ? why isn't that mentioned in the manual ? I skipped the Shader graph part since I don't use SRP but now I think they're saying it requires some shader programming to work ? isn't there a standard variant shader that supports this ? I wasted so much time in confusion trying to figure what's wrong but now I guess it's unusable outside of HDRP and by making custom shaders or editing them.

eaglenebula
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my phd is in this stuff, got some ideas thanks for sharing

cjgstudio
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realy waiting this for URP, for using on mobile

mitaywalle
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Hi, Does this feature have a roadmap or is it abandoned?

CyrilGendrot-rysy
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I will trying this for ps4 project today

MEMATOR_
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Is Virtual Texture Streaming suitable for VR applications?

bernhard.rieder
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Is funny to see that, conceptually, virtual texturing is just the NES tile plane converted to a texturing scheme.

santitabnavascues
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Maybe put the requirement in the *beginning* of the video next time. Spending 20 min watching this video just to learn in the end that I can't apply it to my current project is a bit maddening.

aurag
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anybody got experience how well this works on the oculus quest2?

KimboKG
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Any possibility of getting this for the built-in pipeline to support custom rendering setups indipendent of the SRP framework ?

nolram
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i wish unity showed tutorial not just tec overview

davidfails
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Also -- Are Houdini workflows for generating textures via HDA process being considered?

awesomedata
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I feel like this is never coming to the URP and has been completely dropped

JtooMe
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Understood like 15% of this. I'm using Blender and aim to use Unreal, but I just can't get my head around texturing for games. Because everytime I use textures, I go way over memory budget. I understand developers use trim sheets for texturing entire levels, but I still can't see the bigger picture. Why does this feel like rocket science? Surly there must be an easy way to explain and demonstrate this in a more practical sense. Do I simply downgrade every texture below 1K to make things run smoother and apply more unique textures?

josephvanwyk
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I should not pay for a thing that should be in the software. Shame on you Unity.

ivangamer