Ben Sims

3.2K posts

Ben Sims

Ben Sims

@BenSimsTech

Programmer: Graphics, C++, C#, Shaders, Render Pipelines, Performance, Unity, Unreal, PC, Console, cats. https://t.co/ZVhM7nzRvf https://t.co/L6p2GNXesk

Adelaide, South Australia 가입일 Haziran 2016
1.1K 팔로잉2.9K 팔로워
Ben Sims 리트윗함
Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
My favourite meme picture :)
Sebastian Aaltonen tweet media
English
20
163
3.2K
88.8K
Ben Sims 리트윗함
Meetem
Meetem@Meetem4·
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)
English
4
27
196
13.6K
Ben Sims
Ben Sims@BenSimsTech·
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.
Ben Sims@BenSimsTech

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

English
0
0
11
1.5K
Ben Sims
Ben Sims@BenSimsTech·
@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.
English
0
0
3
207
Peter Shirley 🔮🛡
Peter Shirley 🔮🛡@Peter_shirley·
Shadow of contrail on other clouds looks like a graphics bug to me 🪲🌞⛅️
Peter Shirley 🔮🛡 tweet media
English
3
3
28
1.7K
Ben Sims
Ben Sims@BenSimsTech·
(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)
English
1
0
2
597
Ben Sims
Ben Sims@BenSimsTech·
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
English
1
0
7
2.4K
Ben Sims
Ben Sims@BenSimsTech·
@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)
English
0
0
1
125
Ben Sims
Ben Sims@BenSimsTech·
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
Ben Sims tweet media
Ben Sims@BenSimsTech

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)

English
2
0
22
2.9K
Ben Sims
Ben Sims@BenSimsTech·
@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.
English
1
0
1
44
nero
nero@aliasedFreq·
@BenSimsTech not defending unity but elegant error handling is literally the hardest thing to design in huge codebases
English
1
0
1
46
Ben Sims
Ben Sims@BenSimsTech·
@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.
English
1
0
0
111
Ben Sims
Ben Sims@BenSimsTech·
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.
English
0
0
3
463
Ben Sims
Ben Sims@BenSimsTech·
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.
Ben Sims tweet media
English
1
0
10
832
Ben Sims
Ben Sims@BenSimsTech·
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.
English
1
0
4
561
Ben Sims
Ben Sims@BenSimsTech·
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)
English
2
0
18
4K
Ben Sims
Ben Sims@BenSimsTech·
@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.
English
0
0
0
170
λmelie
λmelie@Dispatch_Graph·
@BenSimsTech Nothing related to silksong but is Adelaide/Aus in general nice to live in for games? Everything in Aus is around Sydney but I’ve heard it’s kind of a shithole
English
1
0
2
260
Ben Sims
Ben Sims@BenSimsTech·
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)
English
1
0
31
2.1K
Ben Sims
Ben Sims@BenSimsTech·
@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)
English
1
1
11
468
Ben Sims
Ben Sims@BenSimsTech·
@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.
English
0
0
0
29
PaperMartin
PaperMartin@PaperMartinDev·
@BenSimsTech @fletter_io Ppl wouldn’t have so many issues with misinformation or outdated advice if they acquired fundamental knowledge & tracked information to its source. Bad information on how to say, reduce draw calls is a non-issue when you actually know the process through which the engine
English
2
0
1
29
Ben Sims
Ben Sims@BenSimsTech·
@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
English
1
0
1
154
Aherys
Aherys@aherys·
@BenSimsTech agree and not in the same time. if i got one $ each time an user tell me nanite is bad them link a TI video...
English
1
0
3
187
Ben Sims
Ben Sims@BenSimsTech·
@KIonutzR I think that status is already achieved, but good point, there's no harm in trying harder to make sure.
English
0
0
1
122