Patrick Haraguti

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Patrick Haraguti

Patrick Haraguti

@Patrickd3

UK - Tier 1 Exceptional Talent. CTO/ Creative & Technical Director/ GameDev/VFX/ VR/ Maker 🇧🇷🇬🇧 https://t.co/xWKe73aNDB

Reino Unido انضم Haziran 2009
437 يتبع1.1K المتابعون
Patrick Haraguti
Patrick Haraguti@Patrickd3·
@KSomoracz just Ideas .. did you try sample less points or.. try to direct transfer the spline tangent as direction from the closest point. depending on what spline tool you are using try to use point Scale value as a Velocity, so you can tweak the desired speed for each segment. :)
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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@aeterponis Using Odin inspector it's ease to create window like this to manage your SO
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Aeterponis
Aeterponis@aeterponis·
Okay so ngl this is kinda bad i think. So when i'm making a game i always make things modular and for that reason i use ScriptableObjects in unity too much it kinda makes things go easy but i have literally hunderds of scriptable objects right now i think it's getting messier by every day at least for my eye #unity3d #gamedev
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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@aeterponis Assign Custom icon in the SO Script, so every time you create an SO asset will have the Assigned Icon
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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@aeterponis You can add custom icons per SO type. It’s helps visually. Also you can create custom editor windows to edit your SO I use Odin Inspector for that!
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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@UnityCodeMonkey Hey Hugo, noticed that you looking at VR stuff, let me know if you want to chat about, I have some experience like 10 years 😂 and can help if you have some questions :) Come to the dark side of the force !! Cheers - Abraços!
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Code Monkey
Code Monkey@UnityCodeMonkey·
Sadly it seems interest in VR is still low, it's an awesome magical industry but I guess still quite niche. I will still do a Getting Started tutorial though
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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@specoolar Really cool, curious about how you handle the mesh grid. my guess is you have a grid 5x5 for closer grass and external Lod, when you reach the 3x3 grid bound you move the mesh to player position and use terrain height to offset the grass blade in Y ?! .
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Shahzod Boyhonov
Shahzod Boyhonov@specoolar·
Custom grass system. No instancing, no Compute shaders. Just game objects splitted into chunks with LODs. Displacement in vertex shader. Their geometry is pre-sorted towards the camera to minimize overdraw. Unity automatically handles culling as they are just game objects. #madewithunity #realtime
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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@nitrogav68 The hardware are great! But… How many psvr2 got sold? The user base is too small to fully recoup the cost of making a psvr exclusive! Pc vr also not selling well. That’s why everyone make quest first titles!
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Gavin Read
Gavin Read@nitrogav68·
#PSVR2 fades into obscurity?. Who writes this shit?. Obviously people who don't have it probably 🤬. There's so many games already and 2026 looks really promising for releases.
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THE RED DRAGON
THE RED DRAGON@TheRedDragon·
No DLSS 5 for me...I must have 'The Artists Vision' 👇
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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@David_Jagneaux Control the look of character to match 100% the look of actor or a cinematic level character model. May offload mesh using proxy place holder. The light for each are defined and tweaked by light artists! And introduces fluids vfx with AI on possible on days long simulations.
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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@David_Jagneaux Have no connection on dlss 5, but want to share a quick note. It’s a step to the future, but not looks great right now! Neural rendering in some point in a near future will have proper controls, when this happens, it will be able to render the way the artist intended! …
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David Jagneaux
David Jagneaux@David_Jagneaux·
If any game developers are interested in chatting with me about these new DLSS 5 features, I'd be really interested in publishing thoughts for 80 Level. RTs please!
NVIDIA GeForce@NVIDIAGeForce

Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…

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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@BeardoBenjoYT I think is a step to the future! And it’s not good right now! But in the future neural rendering will have proper controls to really render exactly how the artist intended to be rendered. Trust me will be a revolution in so many areas of visual arts!
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Beardo Benjo
Beardo Benjo@BeardoBenjoYT·
I kinda fucking hate this. So many of the examples shown don’t even look like the characters anymore, it just looks like a “photorealistic AI slop filter” has been applied to everything. Why are we so intent on making art look ugly as fuck with AI.
Bryan Catanzaro@ctnzr

So proud of DLSS5: Fully generative neural rendering, in real-time, in real games. Mind-blowing realism. A whole new generation of real-time graphics. A decade of continuous research and development. Coming soon to PCs everywhere. 💚

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Patrick Haraguti
Patrick Haraguti@Patrickd3·
@guycalledfrank I heard that you have control on top of some things like intensity, saturation etc. But looking in the future.. we will have a neural rendering whit proper controls like Lora for character and lighting control to truly represent the artist vision this will be a revolution on cgi
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