I’m tired Unity’s Political Correction.
It does not mean that the Earth does not turn around the sun when it says rudely.
The sun does not turn around the earth when you say politely.
Braches of Unity, which is certified by Unity, is the racist act of Unity that propagates the wrong technical knowledge.
Technology is always technology.
I recently had a conversation with a Unity engineer about the problem of creating a separate shadow geometry.
The bandwidth of the geometry used to generate shadow maps in open world games is a big problem.
Their answer is that this is not a problem with modern graphics cards.
I’m not asking for 1000 vertices or 10000 vertices.
I am asking about 30 million vertices or 100 million vertices.
Think about why people are excited about HFTS.
HFT has nothing to do with replacing with RT. Because RT is responsible for the detail, it is possible to simplify and remesh the shape of the shadow map geometry, which greatly reduces the number of vertices.
The people who answered this question are called Canadian people.
Listening to the opinions of the surrounding people is a reaction that they can not understand that they have made such an answer.
On the whole, the same high-level developers in Korea think that maybe I am a Korean and they answered me roughly.
It is ridiculous that they have an aubse ban on developer discussion rules on topics that have prejudices against race.
Some time ago I found a company in Germany that has the same opinion as me. I think it would be especially useful for shadow maps to create camera-specific geometry separately.
They say Unity Head Quarters will not.
No matter what Unity claims, it is clear that the number of vertices and the hidden face are a big load factor in shadow map rendering.
Most of my friends who work in Europe have received Unity Spotlight suggestions. I also got a friend who went to Epic.
I would have been happy if one of them responded to it.
My brother is not very famous, but he is often invited to Cannes or the Berlin Film Festival and I am also consulting the biggest film company in Korea.
As a result, I sometimes inquire about the production of media contents using game engine.
My answer is always the same. You can make it, but do not use Unity.
I am thoroughly isolated in Korea and Ironically the people who help me are people of Epic Korea.
Media content development is different from game development. Especially in Korea,
If you are 6 months shorter than 3 months , you must finish it.
Therefore, the technical support of advanced manpower is essential.
Of course, Unity says they support the best people.
But the best manpower is determined not by the salary, but by the knowledge of the man.
The most important condition of the AAA game support team is probably the person who developed the AAA game.
I am a team leader of the new spotlight team who knows what a layered material is, but I am worried about what a texture array is.
I finally heard from H-LOD that it is on the Unity roadmap, not from Unity Korea but from A’s in Germany.
Why can not we hear such things from Unity Korea?
Is that your political correctness?
It is a hypocrite.
Anyway I still write Unity 2018. And now I’m in trouble. Should I recommend it to other VFX companies?
Still asking if the texture streaming is not supported and is on the roadmap,
While dealing with people who answer what virtual textures are.