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Latest Comments by Alloc
Unity 2019.3 is now out - adds Google Stadia support and IL2CPP on Linux
29 Jan 2020 at 5:41 pm UTC

That's not a bug report but a feature request. Have fun doing so, as if Unity Tech would listen to what their customers need (especially if it's not mobile related)...

Unity 2019.3 is now out - adds Google Stadia support and IL2CPP on Linux
29 Jan 2020 at 5:36 pm UTC

Nope, it's just the command line argument you named. That's why I said "launcher", your game could write its own settings file that a launcher reads and automatically pass the correct argument when launching.

Unity 2019.3 is now out - adds Google Stadia support and IL2CPP on Linux
29 Jan 2020 at 5:33 pm UTC

Quoting: Shmerl
Quoting: Alloc
Quoting: ShmerlCheck for example Hedon. It's using OpenGL by default, but Vulkan is right there in the graphics options.
Curious, you mean graphic options as in before the game itself launches (like in a game launcher) or really within the game?
Within the game settings UI itself, you can choose OpenGL or Vulkan (and it defaults to OpenGL). Since what renderer to use is Unity setting, you can just expose it your game settings UI.
Well, it's not *that* simple ;)
They most likely still have an external launcher (visible to the user or not), because you can only change the used renderer with a command line argument.

Unity 2019.3 is now out - adds Google Stadia support and IL2CPP on Linux
29 Jan 2020 at 5:21 pm UTC Likes: 1

Quoting: ShmerlCheck for example Hedon. It's using OpenGL by default, but Vulkan is right there in the graphics options.
Curious, you mean graphic options as in before the game itself launches (like in a game launcher) or really within the game?

Unity 2019.3 is now out - adds Google Stadia support and IL2CPP on Linux
29 Jan 2020 at 3:51 pm UTC Likes: 1

Re: Vulkan:
I think mirv is pretty spot on: Currently it seems like it's very differently behaving depending on different parts of the equation, like GPU HW + driver, OS, etc.
Our game seems to run for some people with Vulkan just fine, for others it simply crashes. That's not depending on Windows vs Linux, not old GPU vs new or even the driver version, just "randomly" crashing or not. Could be Unity is (partially?) at fault by doing certain things the wrong way (both in shader code and how it talks to the GPU driver), but could just as well be totally on the GPU side of things ...

Quoting: Shmerl
Quoting: GuestSo the safest default from a risk vs reward standpoint is probably still OpenGL. For now.
That's not necessarily what the end user might want (possibly safest), if it costs performance.
Most people are frickin stupid. Sorry to be that blunt but that's just how it is. So if a user starts a game and it crashes he will not look for why it crashed, but he will give a negative review, spam twitter or what not just to tell everyone how the game is bugged, bad implemented or whatever :(

Re: IL2CPP:
Yet another thing Unity devs did just because they don't want to upgrade the .NET runtime to something more up to date. Managed code execution can be as fast as native code, just not with that old version of Mono which also never was that much optimized. Hope is they'll at some point get the CoreCLR in, which is supposedly way faster.
Problem with things like IL2CPP / DOTS / whatever special stuff they do: It's not completely generic. DOTS means you have to write code specifically for it, IL2CPP at least means you lose moddability of games (just thinking of games like Subnautica that were never meant to be modded but still get a lot of mods because people *can* do so) ... And while DOTS *might* have uses in certain situations to speed up code that can benefit from parallelization or CPU features IL2CPP really does not give that much benefit over just getting a good .NET runtime in that will benefit to *all* managed code you run, no matter if it's your own or third party libraries.

The only advantage in IL2CPP I can see: Devs who are really worried about others copying their code, as it's of course quite a bit harder with native code than CIL code.

Fully supported Unity Editor for Linux delayed, Unity 2019.3 in the final testing stages
13 Dec 2019 at 2:48 pm UTC

Quoting: TheRiddickAnyway once this comes out I might play around with it a bit and test out vulkan support, see why so many developers ignore vulkan when using Unity3d.
Think a lot of that is just legacy shaders they don't want to update. Though it seems like it's really little trouble to get them running in general but sometimes just a matter of adding "vulkan" to the list of supported APIs within each shader :D
Wouldn't see a single reason not to support Vulkan, unlike Metal, which is at least an issue in terms of build management as this requires you to rebuild asset bundles *just* for macOS (thanks Unity for ignoring that issue). Which is even more troublesome when you want modding to come into play :(

Quoting: CreakThen the C++ code is compiled to the targeted platform.

The result is a binary that runs faster than if using the .net framework.
And it's only faster because Unity focuses more on ways to hack around using .NET code (IL2CPP, ECS, etc) instead of finally updating the .NET runtime in use to something more polished like .NET Core. It's mostly a false impression that people think native code *has* to be faster than code for VMs like Java / .NET.

Also, IL2CPP kills one of the big pros that Unity games currently have imho: Easy access to modding, no matter if the dev support it or not :(

The survival game 7 Days to Die has a huge new experimental release out
9 Oct 2019 at 12:02 pm UTC

Quoting: GuestThere are also three additional prefab worlds besides Navezgane now in A18. We've been playing on PREGEN01 and it's pretty cool, I like the mesas in the desert. Not sure if you get that in RWG yet.
Well, those PREGEN worlds are just regular RWG worlds, the same that you could get when using RWG, so if those have e.g. mesas then maps created by RWG on your end should be able to get them too :)

The survival game 7 Days to Die has a huge new experimental release out
9 Oct 2019 at 11:52 am UTC

Quoting: GuestWow, that's all over the place lol, not GPU-specific, driver-specific, or OS-specific. Sounds like Unity3D just is, or was with the version that A18 is using currently, kind of bad at doing Vulkan correctly. Hopefully things have improved and there will be another 7DtD Unity3D upgrade at some point (that hopefully won't be as painful and slow as the last upgrade!).
Could just as well be us ;)
Seeing though that it runs perfectly fine for some people and does not for others, even within the same GPU brand and almost the same driver version (though not sure about the OS versions) sounds to me like it's something between Unity and the GPU driver.

Anyway, updating to a newer Unity version was never much of an issue. I suppose you're referring to A17, but the Unity update was really just minor things. Of course there's almost always some changes that have to be done but that's like change a method here, a different enum value name there ... nothing big and rarely any real issues.

The survival game 7 Days to Die has a huge new experimental release out
8 Oct 2019 at 11:09 am UTC

Quoting: GuestVulkan works on NVIDIA in 7DtD, but last time I tried it there were pink textures everywhere.
Quoting: EhvisMay I ask what GPU/driver? My lock up was on NVIDIA as well.
That's what I was referring to. For some people it works, for some it crashes or even hard lockups PC (the latter is definitely a driver issue I'd say as regular programs should never be able to cause that). That's independent of nVidia / AMD / Intel it seems, some on our team tested with nVidia and it did not work, for some it worked. Same for Windows and Linux. So yeah, think there's all kinds of different issues coming into play in regards to Vulkan currently, probably from all GPU-HW, GPU-drivers, Unity and possibly our shaders (no idea in that regards, I have never really dabbled into those things :) ).

Quoting: Liam DaweYeah, it works now and doesn't seem pink. For me though, the game repeatedly sucks all my RAM away on the first few loads and locks my PC up. Experimental for a reason eh.
In the same session that you were generating a new RWG world (assuming you used one) or even in a program session when you "only" loaded a game on such a world? Unfortunately the world data take up a damn amount of RAM currently and aren't impacted by the texture quality setting obviously.

Also, just as a note: I tried to quote multiple people by clicking the quote button on three posts. The text the software put in the reply box was quite messed up after that, like non-matching quotation-codes :)

The survival game 7 Days to Die has a huge new experimental release out
7 Oct 2019 at 11:22 pm UTC Likes: 1

Quoting: EhvisNoticed that Vulkan was mentioned in the launcher (with warning). But unfortunately that resulted in a hard lock up of the machine right after entering the game.
From what I read so far it seems to be highly dependent on your GPU and driver, some people seem to have no issues at all. I suppose with newer versions of Unity and drivers getting more solid this might become usable for more people.