I’ve had a play with the alpha, its extremely impressive, its odd in fact how ‘bland’ it makes Unity 4’s rendering seem, my computer’s GPU fan humming at quite a volume increase given, great stuff, time to see if I can get something more than cubes and spheres looking pretty in it
Referring back to the WIP thread, I purchased truesky while it was grand value for money so I’m going to try implementing that with the directions given, and whine if it doesn’t pan out aha
It’s extremely enthusing to finally have something in Unity at a core level showing the importance of Compute. Hopefully this can get a bit more people on the compute train
Speculation: There are several shader solutions that I would be extremely pleased to see this getting along well with that arent under the basic PBS umbrella. I’m fully aware it’s not your job to chase around after shader writers to provide support but I do hope to see some robust management (whoever ends up doing it) for terrain solutions like RTP (Although with DX11, tessellation prob makes more sense than POM, at least as an option) and Shaderforge (This could possibly involve quite a lot of wrangling but it would create a real mesh with what i feel will be a ubiquitous Unity 5 workflow tool)
Secondly, and here’s the joy of being contrary - I wouldn’t speak too soon about mobile’s inability to run this, i’ve already tried a few great PBS shading solutions on my HTC One in their full fat, not even mobile optimised flavours and theyve run without a hitch, directx 11? Speculation time. Snapdragon 610 & 615: Qualcomm Continues Down its 64-bit Warpath with 4/8-core Cortex A53 Designs
Thats the GPU that the autumn release of the Samsung S5 Prime is purposed to ship with, phones last year were already ferociously fast, my HTC really does pound a lot of straight up desktop systems ive used in equivalent tasks, usually relating to Unity use, although yes, massaging is required, and im evangelistic of the technical and social consequences of widespread VR adoption. Oculus consumer version is some way off but the inevitable home of the technology is going to be mobile, Google made a charming nod to this with Cardboard, the SDK of which i’m currently moving to Unity for multi-phone OS compatibility (I’ll make it available, i can’t vouch for its quality though im no great coder) meaning an open solution for mobile vr, and Samsung developing a VR enclosure for their phones no doubt with the prime in mind, i might well be having a go at getting this working with something mobile. While DirectCompute might not be on the cards for Android, what’s the news of OpenCL flavours of the Compute shaders? (A starting implementation of Unity OpenCL is here OpenCL_Unity - Community Showcases - Unity Discussions and i’m hoping UT take it on in Unity 5 as a matter of course)
Great start, and looking forwards to the future