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silent

I will try to explain the problems more:

1. Look at the image (this is 4k, 150% DPI). I marked three columns with numbers. 1 - clear and crisp in both editors. 2 - in Unity sharp and clear, in Unigine text is twice bigger (relative to column 1) and blurry. 3 - in Unity clear and sharp, in Unigine text is the same size as 1 but blurry. So you are missing a lot here.

2. By power saving I mean pause rendering or slow it down, until user makes some action, if such option is enabled.  In Unreal there is "real time off" option, in Unity "frame throttling" - both are good for power saving. You don't need to render 4k 60 fps all the time while editing.

3. Buggy mouse panning. When mouse goes out on one side and comes back on the other side of the screen, camera jumps. This also happens while cursor is passing "editor view" edge. Please watch the video. I uploaded it to your ftp - buggy_mouse_panning.mp4.

4. C# editor tools are crusial for world building. This is the most lacking feature which holds me back from migrating to Unigine. Now I have so many editor scripts in Unity which I can not replicate in Unigine.
 

Unigine 1.jpg

Unity throttling.jpg

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nitrooo

Thanks for the detailed feedback.

  1. There were some changes in 2.16 to make DPI scale looks better, but we aware that a lot of work still needs to be done there. We plan to constantly improve this situation from version to version.
  2. Yep that might be a good addition to already existing fps limiter.
  3. Unfortunately, can't reproduce this (either in 2.15.1 or 2.16) with or without enabled DPI scaling. Panning is smooth and no jump or whatsoever occurs on our test PCs with Windows 10.
  4. Yep, can't agree more that it would be quite useful to do a C# plugins for Editor. Maybe in the future releases as well.

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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silent

I know exactly how to reproduce mouse panning bug:
1. Open editor
2. Place mouse cursor at the center of Editor viewport
3. Press and hold Left ALT
4. Press and hold MID mouse button
5. Pan horizontaly to cross an edge of the screen - panning is fine.
6. Return to the center of viewport
7. Release MID mouse button
8. Relese or not ALT (doesn't matter)
9. Press and hold Left ALT
10. Press and hold RIGHT mouse button
11. Pan vertically to zoom in and out.
12. Release RIGHT mouse button.
13. Relese or not ALT (doesn't matter)
14. Repeat 3-5 - this time camera jumps.

So it looks that after panning with Right MB, panning with Mid MB is broken. I tested it with mouse, track ball and even Pen. Always same results. I have no problems in other apps - Unity, Unreal, Blender...

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  • 1 year later...

Hi there. I am relatively new here (my second post)

I have a interesting suggestion. And I also might be able to help with it! (Since I have done valuable research on this topic)
I would like to talk about the SSRTGI feature. Would you be interested in converting this solution to a CMSRTGI (as in CubeMap Space Ray Traced Global Illumination), resulting in ...quite a interesting advancement. A few steps closer to ray-tracing without the need for a specialised chip.

I was about to write this solution on another platform, but then I changed my mind. I have been thinking about it since 2018.
Maybe it would be a good addition to Unigine?
Of course since it would be based on my previous work on other platforms, I would need to make a separate version for Unigine. But still I think it would be good feature.

The original shader, just needs some small changes I suspect. And the initiator program needs to pass the cubemap instead of the view perspective. (Actually quite easy, if you know how, and its quite fast also. But it also has its limitations)

It's roughly based on the same concept as demonstrated here:

As you may see, I am not the only one who has thought about this. But since someone is all ready practicing it, it made me even more curious, because now I see how effective it is. 

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Hi @dorimatsurizebra ,

The feature that you propose is already in the Unigine (in a different implementation, but achieving the same result and even more). It is called PSDGI (Panorama Space Dynamic Global Illumination) and was introduced in Unigine 2.17 along with Spatial Temporal Denoiser. Here is a demonstration and description of the technology in the trailer of Unigine 2.17 update (timecodes 0:28-1:18) and in its changelog.

In short, you can think of it as SSRTGI (Screen Space Ray-Traced Global Illumination) but for a 360-degree range and also for rendering reflections (and instead of raytracing, raymarching is used).

To use PSDGI, you should attach a Raymarching Environment Probe as a child to a camera. Then you can use only Indirect Diffuse (global illumination) or only Indirect Specular (reflections) or all together just by toggling the desired parameters of that Raymarching Environment Probe.

@silent , am I right about PSDGI? By the way, there is not a single mention of the abbreviation PSDGI in the documentation. It would be good if a separate article about this technology appeared in the documentation.

Edited by tosontur
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