Robin van Ee

39.1K posts

Robin van Ee

Robin van Ee

@robin_van_ee

Game developer, longtime Unity user.

Netherlands Katılım Ekim 2009
267 Takip Edilen351 Takipçiler
Robin van Ee
Robin van Ee@robin_van_ee·
@AidenMux @digitalfoundry @oliemack Hot take but games should be optimized for hardware people have. It shouldn't be necessary to buy a €900 console to avoid resolutions that were appropriate in 2004.
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Aiden
Aiden@AidenMux·
@digitalfoundry @oliemack It runs at 720p and sometimes drops to 500p in the performance mode on PS5 & XSX, and people say the PS5 Pro isn't needed... I mean lol
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Digital Foundry
Digital Foundry@digitalfoundry·
Highly impressive on PC, Dragon Age: The Veilguard scales across well to each of the current generation consoles. @oliemack has the DF tech review for you: youtu.be/LZ6ePY7CapA
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Robin van Ee
Robin van Ee@robin_van_ee·
@FalconeerDev @hybridherbst The editor has switched to UITK by default but the old IMGUI inspector is still (automatically) used when needed. Not sure what issue you encountered because it’s not gone.
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Robin van Ee
Robin van Ee@robin_van_ee·
@Cyber_Bleed @Dachsjaeger @astaranx PS5 and Series X versions are usually near-identical anyway. If you’re comparing against PC you don’t need to compare both. DF usually does a console review separately.
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Alexander Battaglia
Alexander Battaglia@Dachsjaeger·
My Dragon Age: The Veilguard review for PC will be out tomorrow. You can expect a comparison between PC and PS5, Optimised Settings, an examination of the extra RT options on PC, and a general appraisal of the PC version's quality. I think DA fans will be pleased.
Alexander Battaglia tweet media
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Robin van Ee
Robin van Ee@robin_van_ee·
@timsoret @TheRealEricHu That said I think Unity should set themselves more ambitious performance targets. They released that HDRP landscape demo a few years back which could absolutely *murder* a mid-range GPU. I imagine this would run at 20FPS on a PS5 given the relative performance. Who is this for?
Robin van Ee tweet media
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Robin van Ee
Robin van Ee@robin_van_ee·
@timsoret @TheRealEricHu I wonder what the results are in a build. Running the game in-editor always about halves my performance.
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Eric Hu
Eric Hu@TheRealEricHu·
Playing with unity6 and STP(Spatial-temporal post-processing). The fantasy kingdom demo scene runs really well in my cheapest mac mini(m2). STP looks very sharp (compare to FSR) and has much less flickering. By render the scene to 0.75 scale the fps is around 60 to 110.
Eric Hu tweet media
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Robin van Ee
Robin van Ee@robin_van_ee·
My Tweets barely get impressions anymore. Not even a quarter of what it was just months ago. Even my timeline only seems to be a handful of accounts. Guess I’ll just follow the crowd.
Robin van Ee tweet media
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Sebastiano Mandalà
Sebastiano Mandalà@sebify·
I wonder why Unity 6 didn't update to c# 10...or it did and I didn't realise it?
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Robin van Ee
Robin van Ee@robin_van_ee·
@guycalledfrank @noio_games And if a solution for that arrives that I can buy, I'll be sure to evaluate it. Until then I'll use the engine I have with the options it provides. Plus some manually placed sky occluders because that was an easy feature to add.
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Mr F
Mr F@guycalledfrank·
@robin_van_ee @noio_games It's a questionable excuse. Every large world can be divided into manageable chunks. Modern GPUs are also orders of magnitude faster for baking than what CPUs could do 15 years ago.
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Robin van Ee
Robin van Ee@robin_van_ee·
@guycalledfrank @noio_games CD Projekt, Bethesda, Nintendo, etc. use no light baking for their open world games. CDPR has optional ray tracing just like me. Bethesda and Nintendo use a cubemapping method I've evaluated but don't really like.
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Robin van Ee
Robin van Ee@robin_van_ee·
@guycalledfrank @noio_games Yes, but these are major companies with big in-house engine teams, and presumably render farms to perform these massive bakes in reasonable timeframes. I'm a solo developer.
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Robin van Ee
Robin van Ee@robin_van_ee·
@guycalledfrank @noio_games In a 27km² game world with dynamic time of day and weather? Yeah, a lightmapper wouldn't work here. The only baked solutions I evaluated were Enlighten and Adaptive Probe Volumes. I settled on two options, no GI, or ray tracing.
Robin van Ee tweet media
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Keijiro Takahashi
Keijiro Takahashi@_kzr·
Enjoying #unity6 ? I had the pleasure of creating its key art visual — using Unity 6, of course!
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Robin van Ee
Robin van Ee@robin_van_ee·
@Rezuaq @Shaialabeef Yes, without ray tracing it's always going to be inaccurate. But it offers a bit of depth in scenes that would otherwise look flat. Most games do offer a way to turn it off though, which also saves a good chunk of performance. Especially at high resolutions it's quite expensive
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rezuaq
rezuaq@Rezuaq·
@robin_van_ee @Shaialabeef there's been improvements but I still very often see really bad AO (of any implementation), here's SH2 remake with some AO that's too big and dark for the small floor props, and where the contrast compared to the surrounding scene is off, still creating the "outline" effect
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rezuaq
rezuaq@Rezuaq·
nobody: screen space ambient occlusion (SSAO):
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Robin van Ee
Robin van Ee@robin_van_ee·
We should not worship technologies, and try to push it with no regards to their limitations. Instead recognize the diversity of tech to serve different game designs. It's always chosen for a reason.
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Robin van Ee
Robin van Ee@robin_van_ee·
Been seeing some worship of baked lighting in here. It often ignores the fact that it's limited to certain genres. Here are some games that do not use any form of baked lighting. Sometimes rolling with no form of indirect lighting at all. Sometimes opting for different options.
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Robin van Ee
Robin van Ee@robin_van_ee·
@guycalledfrank @noio_games Yeah let me just call Ubisoft and ask if they'll let me borrow their open world engine + render farm. There's no baked lighting solution that would work for me.
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Robin van Ee
Robin van Ee@robin_van_ee·
@robcupisz Ending sentences with "at 30fps on a 4090" is not reassuring. If you ship without a competent 60FPS mode on consoles these days you're not selling.
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rob cupisz
rob cupisz@robcupisz·
Oh, people seem to be liking the hair! It’s simulated and rendered as individual strands. LODed as fewer, wider strands in the distance. Fast enough to be part of a large scene (like the grassy fields above) at 30fps on a 4090. Best try it out yourself :)
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rob cupisz
rob cupisz@robcupisz·
First Time Ghost scenes released! ✨ We’ve just published two projects: showcasing the character and the grassy environment scene. Have a look at the hair simulation…
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