Remij 5,022 Posted Thursday at 10:12 PM Share Posted Thursday at 10:12 PM (edited) Running on a RTX4090. Crazy impressive stuff. The hair physics and detail of everything is incredible. Developers have stated that they will publish the exe for people to run on their own systems after Unity 6 releases. Oh, and might as well use this thread to also post that DirectX12 will be adopting the SPIR-V intermediate representation format for shaders starting with the release of Shader Model 7.0. This is HUUUUGE news, and now that Vulkan and DX basically compile/optimize the same shader code, advancements and tooling made for either can apply to both APIs. This also means that in the future, Fossilize (which is what Valve uses to pre-compile shaders on Steam Deck and Linux by converting DXIL shaders to SPIR-V to be cached) could potentially do the same thing for DirectX on Windows. https://devblogs.microsoft.com/directx/directx-adopting-spir-v/ Edited Thursday at 10:13 PM by Remij Link to post Share on other sites
-GD-X★ 8,306 Posted Thursday at 10:14 PM Share Posted Thursday at 10:14 PM that hair no more toupees 1 Link to post Share on other sites
lynux3 2,447 Posted Thursday at 10:55 PM Share Posted Thursday at 10:55 PM I’m not falling for Unity shit. I’ll wait until its actually applied. 1 Link to post Share on other sites
Remij 5,022 Posted Thursday at 11:13 PM Author Share Posted Thursday at 11:13 PM 15 minutes ago, lynux3 said: I’m not falling for Unity shit. I’ll wait until its actually applied. Yea, there's a big divide between what they can do with their rendering pipelines and their production-ready game pipelines. It's so far behind Unreal in that aspect it might as well not even be a consideration. Link to post Share on other sites
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