RAZOR: Multithreaded LOD and Occlusion Systems

Hi everyone, this is a pre-announcement for RAZOR, a suite of high-performance, multithreaded, scene management systems for Unity.

Our team developed RAZOR internally for an open-world game we’re currently working on and it works so well we thought we would share it with the community! Basically, we wanted something that was drag drop easy for artists, very visual in the editor and above all extremely fast at run time.

It’s comprised of two, complete, stand-alone systems:

TLOD (Threaded, Level Of Detail System)
TCull (Threaded, Occlusion Culling System)

Includes:

  • 2 complete packages to make your game run faster using advanced runtime Occlusion Culling and/or Level of Detail switching control
  • No baking; runs instantly and has real-time editor visual preview
  • Supports complex, irregular shaped Occlusion Culling areas
  • Supports static and moving/dynamic LOD objects
  • Fast! Completely multithreaded and event-based for high-performance, low impact
  • Drag Drop visual property setup in the editor
  • Includes four custom written shaders to provide LOD fade in/out FX (Fade Bumped Diffuse, Fade Diffuse, Fade Diffuse Detail, Fade Transparent Diffuse)
  • Written entirely in C#
  • All source code included
  • Runs anywhere (no external DLL’s)
  • Example scene to see both systems
  • Unity Pro and Indie both supported

We’re currently packaging it up for the App Store but if you want more details and/or private, early access just drop me a line.

Quick information site: http://www.x-islegroup.com/unity/razor/

http://www.x-islegroup.com/

Nice! Can’t wait to see more. Do you have any stats or a demo scene on how much draw calls and frames gets saved ?

Yay, this is something I’d definitely want to look at at some point :slight_smile:

I added a link to a quick information site (here: http://www.x-islegroup.com/unity/razor/).

RAZOR eliminates all the draw calls from an occluded area so your scene will save however many draw calls + verts that area contained and if you use LOD’s with your models you’ll be able to control exactly which model the player sees at a given distance (low in the distance, high detail up close, that kind of thing).

Is this actually genuinely multithreaded, or just coroutine-based? Will the manager thread get farmed out to other cores?

Quick question does this work well with iPhone? What’s the performance under iPhone? I am certainly VERY interested.

It’s genuinely multithreaded. We tried a coroutine design first but, as you can imagine, it affected the scenes performance so we rewrote it using threads.

Haven’t tested it on ios devices yet. We have a few ordered though so that’s coming soon.

Few more questions :slight_smile:

  1. How much?
  2. How does it compare to Unity 3’s Umbra occlusion performance wise and feature wise ??

Looks very interesting… will have to have a look at it (once payday arrives)

RAZOR operates similiar to Umbra but requires some manual setup in your scene (though it’s simply point-click-drag and visual). With RAZOR you can see occlusion bounding volumes and adjust them in realtime, nothing needs to be marked static and there is no ‘baking’ process - just drag/drop, adjust and hit play. RAZOR also allows you to link together child occlusion areas to create the exact shape you need for a given area - for example a tunnel leading into a room with an elevator shaft or a hallway with windows; you could create small areas outside the windows and link them with the room.

RAZOR’s multithreaded so it won’t impact your framerate but it’s also smart enough to scan for occlusion only when the player nears a zoned area for maximum efficiency. So maps with a 1000 occlusion zones run just as fast as maps with 1.

We’re charging $99 for it on our site temporarily until it get’s accepted to the app store then it’ll be $150 (slightly less than Umbra’s $30,000 :)) but then again RAZOR also works with Indie.

should give some demo…currently we can just see pictures…

I added a video to the bottom of the information page so you can see it running. There is a run time demo coming which will show all of our technologies in one scene (RAZOR, advanced terrain with caves tunnels, real-time day/night sky with cumulus clouds, single draw call 3D water, advanced vegetation, etc.).

This looks interesting!

Thanks… this is seriously OT but for fun here’s a screenshot of the sun rising using the volumetric sky system. It looks quite epic from inside the giant cave up on the other side of the mountain. Our goal was to make it as photo-realistic as possible.

WOW. Are all these features you mentioned all within the same RAZOR Occlusion package? (besides the occlusion system - eg. Cave/tunnel/day night cycle… etc)

If that’s the case, I am definitely going to buy that :smile:

Indeed nice work! excited about the coming run time demo we are =) :slight_smile:
But from which component does these black lines come from?
Your project seems to be a massive time saver.

Cheers!

Looks very good! What about performance impact of volumetric sky? Are you planning to sell these other technologies as well?

I noticed those weird black lines as well in the video - must be some compression thing CamStudio did converting the video to flash swf. It’s definitely not in the scene.

Purchased a license… Looking forward to having a look at it.