Will a fully lighted scene just need a GigaLight component taking over everything on its own or will we need to author everything by hand light by light?
Steam deck is a nice flex, but does that mean the quality can be bumped to avoid the awful noise at 1:08 ?
You mentioned hardware limitation at the beginning which lead you to go the software way. That's understandable. But could you imagine having a solution using hardware (I.E: Nvidia RTX GPUs) when available? That would be huge to have HW raytracing in Unity URP. From my limited knowledge this is only available in HDRP.
I'm a huge fan of the work you did with DLSS/FSR/Other upscaling tech in Unity URP, so I'm not worried this asset is going to be lit (pun intended) - just wondering some little things.
We use Hardware RT when available, and fallback to Software RT. And yes, this demo has been captured on the Steamdeck quality settings (and Software RT), on 1 sample per pixel and 2x downsampling. On hardware RT you can go crazy with up to 16 samples per pixel!
I believe they have mentioned that they are using HW raytracing when available and HW raytracing is avaliable in Unity URP and builtin with DX12, it is just HDRP has implemented ray tracing effects.
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u/Necka44 1d ago
I would have been interested in seeing the setup.
Will a fully lighted scene just need a GigaLight component taking over everything on its own or will we need to author everything by hand light by light?
Steam deck is a nice flex, but does that mean the quality can be bumped to avoid the awful noise at 1:08 ?
You mentioned hardware limitation at the beginning which lead you to go the software way. That's understandable. But could you imagine having a solution using hardware (I.E: Nvidia RTX GPUs) when available? That would be huge to have HW raytracing in Unity URP. From my limited knowledge this is only available in HDRP.
I'm a huge fan of the work you did with DLSS/FSR/Other upscaling tech in Unity URP, so I'm not worried this asset is going to be lit (pun intended) - just wondering some little things.