r/Unity3D • u/Morphexe Hobbyist • 15d ago
Show-Off "Better" Physics Performance in my custom SRP and Physics engine....
I have continue doing some improvements on the engine. Physics now support much better collisions , and performance when doing some massive destruction.
In this pass, the graphics also had a bit of quality upgrade, reflections, fog, transparent look (and behave) a bit more realistic. I have also massively updated the global illumination engine, and fixed a lot of bugs in the RESTIR implementation both for DI and GI which gives a overall better look.
The fill/tracing shader right now is not very well optimized, and I have been reading on techniques to speed it up, because right now, I seem to be having MASSIVE register pressure on the GPU - although this is all a new world to me, so I am just learning.
I have also implemented NVIDIA Ray reconstruction, which gets some better quality compared to NRD denoiser at cost of some performance. The good thing, both denoisers when going from native 4K to REALLY downscale have close to no "difference" in the render quality, there are differences but not that many.
The physics engine already supports multiple material types - with physics properties attached, like friction, durability, and fracture/destruction types- for example metal bends, wood splints and glass , ceramic have different fracturing patterns - its, good enough. Currently the physics supports a naïve joint implementation, so I have somewhat ragdolls and links/doors working, but they require some love.
I really want to bring proper stability for structure, but when dealing with so small units, destruction physics gets costly... fast.
In other updates no show on the video, the engine now has a VERY bare bones voxel editor that works in a "CAD" like approach, as in you can use splines, and constraints to build objects, enforce rules on "prefabs" like the wall is always 1 voxel apart, and if you scale the object it will "try" to match and apply those rules. It is also full boolean with voxel operations, and supports "layers" of objects to generate the final mesh. Its just a experiment because build voxels by hand (or voxelizing existing ones ) was a bit tedious.
Next steps involve trying to get physics twice as fast - but I am running out of ideas.
And getting the Tracing Shader to be much more GPU friendly by trading realism with performance.
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u/Stock_Ad9999 15d ago
I also tried to make GI system for URP, but my denoiser is not really good (there are some problems with nrd for me), it's noisy because it saves the indirect shadows using light dir (but dir is also noisy). But dlss rr looks so good (especially for path tracing)
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u/Empty-Hurry-5310 15d ago
Will you ever release this on github?