Ben Sims @BenSimsTech
Programmer: Graphics, C++, C#, Shaders, Render Pipelines, Performance, Unity, Unreal, PC, Console, cats. https://t.co/ZVhM7nzRvf https://t.co/L6p2GNXesk github.com/arycama Adelaide, South Australia Joined June 2016-
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DX12 Bindless Plugin for Unity3D is now open source, and you can use it in your projects! Can be useful for writing a custom GPU Driven Renderer. (github below)
Decided to try implementing camera-roll when strafing without relying on broken physics. It works reasonably well, using the same quaternion spring damping as my weapon-recoil camera shake. This is more camera shake than you'd want for a casual FPS, but might suit a tactical one.
Turns out if you accidentally break some player rigidbody interpolation logic, your game ends up feeling like the game Bodycam. Maybe this was their trick all along. The accidental lean is cool tho. Windows having bad HDR capture making the game look super overexposed also helps
@Peter_shirley I think it's a temporal reprojection issue because the contrail didn't write motion vectors and the camera is panning sideways quickly.
(Here is the less broken version for completion. Trying to find a nice balance between root-motion/animation-driven camera/player movement, procedural effects, and control. Making it framerate+physics framerate independent is a fun challenge, this is for multiplayer+perf reasons)
Turns out if you accidentally break some player rigidbody interpolation logic, your game ends up feeling like the game Bodycam. Maybe this was their trick all along. The accidental lean is cool tho. Windows having bad HDR capture making the game look super overexposed also helps
@SheriefFYI It stopped happening when I updated my drivers unfortunately and this was one of the only cases where I wasn't even getting a crash dump or error message. was only able to figure it out by managing to attach a debugger before it crashed on startup. (Which is the above screenshot)
Sigh, it was a f-ing PSO cache issue. Have never had this happen before, somehow it was attempting to retrieve an invalid cached PSO. Deleting the cache didn't seem to help though, had to do a GPU driver update and a full project reimport. I love not having helpful error messages
One of the worst things about Unity people don't often mention is how bad its error and crash reporting can be and how utterly impossible it can be to diagnose an error without source code or even a coherent error message. (Or in my current case literally no error message at all)
@aliasedFreq Fair, Unity is usually reasonable but last few months am always getting crashes from their internal code which it just reports as a SISGEV error without any helpful info. In the above case I was not even getting that, just a silent crash with no output to the log whatsoever.
@SheriefFYI Nvidia (RTX 3070). Was working fine one night, the next day, instant crash on launch. (Maybe something updated inbetween) Only explanation I can think of is that it somehow cached a bad PSO and it was then trying to retrieve it when I re-applied my edits.
The video is running with a very slow fixed timestep of 200ms to show that the technique is stable even for large delta time values. It also compensates for drag. PID controllers don't make sense when you know the actual calculations involved. Stop using them.
I often see "Use a PID controller" in response to "How do I achieve a given rotation using physics/torque?" If you know how the physics engine updates rotation, you can derive an exact torque. This is the code for Unity/PhysX, and an example rotating in a single frame.
More often than not these days it comes down to selectively reverting changes until the crash stops, repeated attempts at clearing the library, sometimes attempting an engine update in a desperate hope it will either stop crashing or at least give me a bit more info or context.
One of the worst things about Unity people don't often mention is how bad its error and crash reporting can be and how utterly impossible it can be to diagnose an error without source code or even a coherent error message. (Or in my current case literally no error message at all)
@Dispatch_Graph Yes and no, quality of living is good here, game job opportunities are very limited though. Sydney and Melbourne have more opportunities, but much more busy and expensive to live in. Most successful studios here are niche/small groups, bigger studios seem to struggle long term.
I work in the same building where Silksong was made, AMA. (But don't ask me anything about the game or its development or the developers because I have no idea. (Though I did talk to one of them about water shaders once) Actually, probably just don't ask me anything at all tbh)
@KIonutzR I have already helped optimise a single UE4 title to run at 60fps on a switch without constant upscaling. Does this qualify me for even more than $1m funding? (I won't actually use the funding to make UE better though, will just use it to make TI memes)
@PaperMartinDev @fletter_io Half the problem with developing fundamental knowledge these days is that instead of a 2-paragraph blog post and a couple of code examples you have a 5-part YouTube series which is mostly the creators life story and favourite keyboard and IDE, plus product placement and memes.
Tbh I'm pretty sure if we all stop talking about TI it will literally disappear. Its infamy is really the only notable thing it has going for it, and anyone who actually knows what they're doing already knows they have literally 0% credibility to their name. Its pretty simple imo
Looks like Threat Interactive RAN IT BACK. He re-uploaded his latest video and edited out the part where he told his audience to go review bomb and leave negative reviews on all UE5 games. “Our legal team has advised us to republish a slightly edited version of this video. We
@aherys You don't need the additional $ though, because TI already got you a bunch of free exposure due to their recent posts haha. It was nice of them to help you out and give you some free marketing. /s
@KIonutzR I think that status is already achieved, but good point, there's no harm in trying harder to make sure.
Sebastian Aaltonen @SebAaltonen
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Aras Pranckevičius �... @aras_p
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