That image makes me very happy. The warmth…can’t stop staring at it!
I get 4fps on a big map when Update Gi is enable! but after disabling it I get 50 frames.
WOW…I’m…aroused? ![]()
I’d like to know how ‘voxelisation’ is performed. I have essentially a voxel game where geometry is constructed via geometry shader. I assume segi voxelisation is performed on CPU by looking at meshes? Is that correct? Does this make my game incompatible?
I’m quite sure it is performed in compute shaders / fancy geometry/hull shaders.
Source: None.
Amazing.
(Btw were you also active on the modo forums a few years back?)
just “unreal” ;D
what else are you using in this scene?
depth of field?
…
guess the lamps are “emitting”
and one directional light from the outside?
There is a problem I think no one mentioned yet. when I’m on the unity editor segi is fast I get 55 frames when I paly game on the editor but after building my game I’v mentioned there is only 40 frames. why this happens? why when I’m on unity editor section only reduce 4-5 frames but after building the game segi makes it under 40 frames?
Do you mean segi and not scion?
That is probably because segi is screen-size dependent. When you’re in editor, the window doesn’t occupy the whole screen, but when you build it and play it outside, it occupies the whole screen.
More area to render → more expensive (not only segi but everything).
It’s a lot of difference. in editor (full screen) 55 frames and after building 40
also my pc is powerful it’s not acceptable at all ![]()
The product is still very much in beta, and Sonic Ether has been very clear about it not being ready for real game situations right now. You’ll probably need to wait at least a few months before it becomes useful in most game scenarios. That’s how betas tend to work.
If someone has a time machine handy so I can fast forward to the SEGI 1.0 release, that’d be great. ![]()
True. Seems a little too much.
Test it with the same resolution in and out of the editor to see how it handles.
Also, use the profiler to see what’s getting more expensive
Either you’re doing something else that we don’t know about or this is enlighten and not SEGI. Those thin walls would be bleeding light like a stuck angelic pig.
That picture just sold SEGI to me. When it hits 1.0, of course, but I am so getting this.![]()
–IronDuke
That SEGI pic is amazing nervouschimp, can you talk us through how you achieved it?
I’m obviously not @NERVAGON , but they are running a pretty solid post processing stack that’s doing a lot of the leg work. I like the color grading, but I’d be interested to hear about the lighting arrangement.

@DivergenceOnline If you want some tips, that is an interesting tone to strike. I flooded that room above in yellow emissive light to show that nothing is bleeding like a stuck pig on my end. I am using many giant emissive spheres in there right next to the walls. Here’s what I’ve found. You can’t boost emissive above 1 or the GI blockers can’t cancel it out. They are essentially subtracting the light as far as I can tell, and if you boost the emissive too high, they will fail. But emissive is already super strong in SEGI. So use camera exposure and boost with realtime lights to achieve the lighting moods you want. The layers support in SEGI is great. Use layers to your advantage to achieve the results you desire. This tech has some shortcomings, but SE has designed systems to overcome those. SEGI is already amazing, and I look forward to future updates. This is the best Unity Asset I’ve ever bought. Please don’t be so negative or hasty with your criticism of SEGI. I would hate for talk like that to discourage the dev. Sorry, the example above is very WIP.
Sheesh WIP you say? Love it!

