Unity 5.4 to come with screen-space raytraced reflections (SSRR)

Discussion in 'Rendering Technology and APIs' started by onQ, Nov 11, 2015.

  1. onQ

    onQ
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    BEDROOM DEMO: ARCHVIZ WITH SSRR







    [​IMG]


     
  2. Commenter

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    [​IMG]
    I wonder what kind of graphics card you need to run this well.
     
  3. CNCAddict

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    There is a download link in the Unity blog. Runs fantastic on my GTX980Ti and looks unbelievable!!
     
  4. L. Scofield

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    Kej and Alexko like this.
  5. L. Scofield

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    A new Unity tech demo to haunt your nightmares :lol:

     
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  6. Lightman

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    WoW!
    Looks bombastic! Wonder what hardware required for VR experience @90FPS ...
     
  7. L. Scofield

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  8. London-boy

    London-boy Shifty's daddy
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    That looks incredible... And I actually want to know how it continues! :lol:
     
  9. L. Scofield

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    You'll have to wait a couple of months for that:

    This is the first part of our real-time rendered short film “Adam”, created with the Unity engine by Unity’s Demo team. Adam illustrates the high quality graphics that are enabled by the Unity engine in 2016. The full length movie will be shown at Unite Europe 2016 in Amsterdam – so stay tuned!

    The production of this short was used to stress our beta versions of Unity 5.4 and the cinematic sequencer currently in development. We also used an experimental implementation of real time area lights.


    The demo makes extensive use of the high fidelity physics simulation tool CaronteFX, which is now available for Unity on the AssetStore.


    The Demo team also created some custom tools on top of the Unity engine to cover specific production needs. For this project we needed volumetric fog, transparency shader, motion blur – to name a few. Expect to have them in your hands after Unite Europe.


    http://unity3d.com/pages/adam
     
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  10. Osamar

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    I just hope they upgrade "Pillars of eternity" to Unity 5.4 to see the improvements in something like a Z3735 tablet/nuc like.
     
  11. sebbbi

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    All the current screen space reflection solutions are raytraced (height field raytracing depth buffer). Killzone SF already had it and so does Unreal Engine. This is nothing radically new. An important feature, since it mask out false cubemap reflections, grounding objects better compared to techniques that only use probes for reflections. Per pixel probe blending also is nothing new. Some last gen games already used it.
     
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  12. Arwin

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  13. L. Scofield

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    A lot of stuff is already there for Unity users to take advantage of, all they have to do is pay for it, heh.
     
  14. willardjuice

    willardjuice super willyjuice
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    Also unity supports multiple threads (save on webgl where it's a platform limitation); I'm not sure what you're implying.
     
  15. Arwin

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    From the Digital Foundry article on Firewatch

     
  16. willardjuice

    willardjuice super willyjuice
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    I've been using threading with Unity for years. The only thing I can think of is threading wrt rendering (submitting work to the GPU from different threads like you would with DX12/Vulkan/etc.). And I believe that Unity 5.4 increases that capability. But threads in general have long been supported in Unity.
     
    #16 willardjuice, Mar 16, 2016
    Last edited: Mar 16, 2016
  17. L. Scofield

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    DF is only good for things they can analyze from video. MT is not one of them.
     
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  18. L. Scofield

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  19. hesido

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    Wow @Gift. Incredible. Unity is getting so much flak on the gaming front but then we get these stuff.
     
  20. Arwin

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    It says better threading, not no threading. I think the thought was that certain interactions such as disc access could easily stall the rest, or something like that.

    Anyway that animation trailer looks stunning. Great lighting and detail.
     
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