Subject: General Tech | April 1, 2017 - 07:54 PM | Scott Michaud
Tagged: Unity, pc gaming, vulkan
If you are a perpetual license holder for Unity 5.x, then your last free update has just arrived. Unity 5.6 brings Vulkan for Windows, Linux, and Android. I just installed the new version and checked to see which graphics APIs it uses on Windows when you uncheck the auto box, and the list comprises of DirectX 11 and DirectX 9. It’s possible that auto could be choosing Vulkan, but I’m not going to query which process is loading which DLL under a variety of conditions. If you’re interested in Unity development, go to File -> Build Settings -> Player Settings -> Other Settings and choose the load order of your APIs, using the + button to add one that’s not there by default.
The lighting system should be more impressive, though. In Unreal Engine 4, I’m used to having dynamic lighting until I stop everything and start a lighting bake. When it’s done, I have static lighting until I invalidate it with a change (and the level is set to invalidate light maps on changes). In Unity 5.6’s case, though, it will just slowly replace the light maps as they are calculated, getting progressively higher quality. Since you can notice problems at low quality, you only need to wait as long as it’s required to see the errors, which speeds up development.
In terms of platforms, Unity 5.6 adds Daydream, Cardboard, Nintendo Switch, and WebAssembly.
Subject: General Tech | December 22, 2016 - 06:54 PM | Scott Michaud
Tagged: pc gaming, Unity, vulkan
One of the most popular video game engines, Unity, has released a beta for Unity 5.6, which will be the last version of Unity 5.x. This release pushes Vulkan into full support on both desktop and mobile, which actually beats Unreal Engine 4 on the desktop side of things. Specifically, Vulkan is available for the Android, Windows, Linux, and Tizen operating systems. Apple users should be happy that this version also updates Metal for iOS and macOS, but Apple is still preventing vendors from shipping Vulkan drivers so you really shouldn’t feel too happy.
At Unity’s Unity 2016 keynote, the company claimed about 30-60% better performance on the new API “out-of-the-box”. I do find this statement slightly odd, though, because Unity doesn’t really provide much access to “the box” without expensive source code up-sells. The most user involvement of the engine internals, for what I would assume is the majority of projects, is buying and activating a plug-in, and Vulkan would be kind-of crappy to hide behind a pay wall.
I mentioned that this will be the last Unity 5.x version. While the difference between a major and a minor version number tends to be just marketing these days, Unity is changing their major version to align with the year that it belongs to. Expect future versions, starting with a beta version in April, to be numbered 2017.x.
Unity 5.6 comes out of beta in March.
Subject: General Tech | December 8, 2015 - 07:30 AM | Scott Michaud
Tagged: webgl, Unity
WebGL is a Web standard that allows issuing OpenGL ES 2.0-based instructions to compatible graphics cards, which is just about everything today. It has programmable vertex and fragment (pixel) shaders with a decent amount of flexibility. Engines like Unity have been looking toward using this technology as a compile target, because Web browsers are ubiquitous, relatively user friendly, and based on standards that anyone could implement should a work of art benefit from preservation.
Image Credit: Mozilla
Until Unity 5.3, this feature was in “preview” levels of support. This upcoming release, scheduled for today according to their roadmap, drops this moniker. It is now a build target with official support.
To run WebGL applications that are built in Unity, the vast majority of features target recent versions of Firefox, Chrome, and Edge for Windows 10 Version 1511. (The November Update for Windows 10 added the ability to lock the mouse cursor, which is obviously useful for mouse and keyboard titles.)
We're still a long way from web browsers being equivalent to game consoles. That said, they are catching up fast. You could easily have an experience that shames the last generation, especially when WebGL 2 lands, and you don't have to worry about what happens in 10, 40, or even hundreds of years as long as society deems your art worthy for preservation. I do hope that some artists and serious developers take real advantage of it, though. Shovelware could obscure its power and confuse users, and we know they will be pretty much first out of the gate.
Subject: General Tech | November 18, 2015 - 01:35 PM | Jeremy Hellstrom
Tagged: hard west, Unity, gaming
If you backed the Kickstarter then you have had a chance to watch Hard West evolve from a single silent map to the recent update which added significant content and changed the beginning of the game significantly. You are a dead gunslinger, brought back to an undead state in a western setting which incorporates not only natives and townsfolk but dark supernatural creatures and powers as well. The game plays like the recent XCOM releases, with a similar turn style and cover system but also incorporates unique features such as the ability to ricochet bullets of some items on the map to shoot around corners and a shadow system designed to give you hints about who might be standing around a corner.
Nighttime changes the game dramatically and the optional permanent injury system is the exact opposite of the recent Warhammer games, severely injured members your posse will suffer negatives in the short term but possibly gaining strength once their wounds have fully healed. You can see what Rock, Paper, SHOTGUN thought of the game here or just pick it up on Steam for $22.
"“Wild West XCOM” is about as good an elevator pitch as you could wish for. After a short delay, as of today we can find out whether Hard West can possibly live up to its glorious high concept. I played an earlier build a few weeks back – some thoughts, plus a launch trailer, below."
Here is some more Tech News from around the web:
- Fallout 4: 15 Important Things It Doesn’t Tell You About @ Rock, Paper, SHOTGUN
- AMD announces Radeon R9 Fury Star Wars: Battlefront bundle @ HEXUS
- WH40K: Dawn of War’s Witch Hunters Mod Is Finally Out @ Rock, Paper, SHOTGUN
- Mordheim: City Of The Damned Preparing For Launch @ Rock, Paper, SHOTGUN
- Pillars of Eternity: White March – Part 2 Coming January @ Rock, Paper, SHOTGUN
- Battlefield 4 ‘Dragon Valley’ Remake Coming Free Soon @ Rock, Paper, SHOTGUN
Subject: Graphics Cards, Mobile | March 3, 2015 - 12:00 PM | Ryan Shrout
Tagged: Unity, lighting, global illumination, geomerics, GDC, arm
Back in 2013 ARM picked up a company called Geomerics, responsible for one the industry’s most advanced dynamic lighting engines used in games ranging from mobile to console to PC. Called Enlighten, it is the lighting engine in many major games in a variety of markets. Battlefield 3 uses it, Need for Speed: The Run does as well, The Bureau: XCOM Declassified and Quantum Conundrum mark another pair of major games that depend on Geomerics technology.
Great, but what does that have to do with ARM and why would the company be interested in investing in software that works with such a wide array of markets, most of which are not dominated by ARM processors? There are two answers, the first of which is directional: ARM is using the minds and creative talent behind Geomerics to help point the Cortex and Mali teams in the correct direction for CPU and GPU architecture development. By designing hardware to better address the advanced software and lighting systems Geomerics builds then Cortex and Mali will have some semblance of an advantage in specific gaming titles as well as a potential “general purpose” advantage. NVIDIA employs hundreds of gaming and software developers for this exact reason: what better way to make sure you are always at the forefront of the gaming ecosystem than getting high-level gaming programmers to point you to that edge? Qualcomm also recently (back in 2012) started employing game and engine developers in-house with the same goals.
ARM also believes it will be beneficial to bring publishers, developers and middleware partners to the ARM ecosystem through deployment of the Enlighten engine. It would be feasible to think console vendors like Microsoft and Sony would be more willing to integrate ARM SoCs (rather than the x86 used in the PS4 and Xbox One) when shown the technical capabilities brought forward by technologies like Geomerics Enlighten.
It’s best to think of the Geomerics acquisition of a kind of insurance program for ARM, making sure both its hardware and software roadmaps are in line with industry goals and directives.
At GDC 2015 Geomerics is announcing the release of the Enlighten 3 engine, a new version that brings cinematic-quality real-time global illumination to market. Some of the biggest new features include additional accuracy on indirect lighting, color separated directional output (enables individual RGB calculations), better light map baking for higher quality output, and richer material properties to support transparency and occlusion.
All of this technology will be showcased in a new Subway demo that includes real-time global illumination simulation, dynamic transparency and destructible environments.
Geomerics Enlighten 3 Subway Demo
Enlighten 3 will also ship with Forge, a new lighting editor and pipeline tool for content creators looking to streamline the building process. Forge will allow import functionality from Autodesk 3ds Max and Maya applications making inter-operability easier. Forge uses a technology called YEBIS 3 to show estimated final quality without the time consuming final-build processing time.
Finally, maybe the biggest news for ARM and Geomerics is that the Unity 5 game engine will be using Enlighten as its default lighting engine, giving ARM/Mali a potential advantage for gaming experiences in the near term. Of course Enlighten is available as an option for Unreal Engine 3 and 4 for developers using that engine in mobile, console and desktop projects as well as in an SDK form for custom integrations.
Subject: Graphics Cards | November 12, 2014 - 09:03 PM | Ryan Shrout
Tagged: Unity, ubisoft, assassin's creed
Over the last couple of days there have been a lot of discussions about the performance of the new Assassin's Creed Unity from Ubisoft on current generation PC hardware. Some readers have expressed annoyance that the game is running poorly, at lower than expected frame rates, at a wide range of image quality settings. Though I haven't published my results yet, we are working on a story comparing NVIDIA and AMD GPUs in Unity, but the truth is that this is occurring on GPUs from both sides.
For example, using a Core i7-3960X and a single GeForce GTX 980 4GB reference card, I see anywhere from 37 FPS to 48 FPS while navigating the crowded city of Paris at 1920x1080 and on the Ultra High preset. Using the Low preset, that frame rate increases to 65-85 FPS or so.
Clearly, those are lower frame rates at 1920x1080 than you'll find in basically any other PC game on the market. The accusation from some in the community is that Ubisoft is either doing this on purpose or doing it out of neglect with efficient code. I put some questions to the development team at Ubisoft and though I only had a short time with them, the answers tell their side of the story.
Ryan Shrout: What in the Unity game engine is putting the most demand on the GPU and its compute resources? Are there specific effects or were there specific design goals for the artists that require as much GPU horsepower as the game does today with high image quality settings?
Ubisoft: Assassin’s Creed Unity is one of the most detailed games on the market and [contains] a giant, open world city built to the scale that we’ve recreated. Paris requires significant details. Some points to note about Paris in Assassin’s Creed Unity:
- There are tens of thousands of objects are visible on-screen, casting and receiving shadows.
- Paris is incredibly detailed. For example, Notre-Dame itself is millions of triangles.
- The entire game world has global illumination and local reflections.
- There is realistic, high-dynamic range lighting.
- We temporally stabilized anti-aliasing.
RS: Was there any debate internally about downscaling on effects/image quality to allow for lower end system requirements?
Ubisoft: We talked about this a lot, but our position always came back to us ensuring that Assassin’s Creed Unity is a next-gen only game with breakthrough graphics. With this vision, we did not degrade the visual quality of the game. On PC, we have several option for low-scaling, like disabling AA, decreasing resolution, and we have low option for Texture Quality, Environment Quality and Shadows.
RS: Were you looking forward or planning for future GPUs (or multi-GPU) that will run the game at peak IQ settings at higher frame rates than we have today?
Ubisoft: We targeted existing PC hardware.
RS: Do you envision updates to the game or to future GPU drivers that would noticeably improve performance on current generations of hardware?
Ubisoft: The development team is continuing to work on optimization post-launch through software updates. You’ll hear more details shortly.
Some of the features listed by the developer in the first answer - global illumination methods, high triangle counts, HDR lighting - can be pretty taxing on GPU hardware. I know there are people out there pointing out games that have similar feature sets and that run at higher frame rates, but the truth is that no two game engines are truly equal. If you have seen Assassin's Creed Unity in action you'll be able to tell immediately the game is beautiful, stunningly so. Is it worth that level of detail for the performance levels achieved from current high-end hardware? Clearly that's the debate.
When I asked if Ubisoft had considered scaling back the game to improve performance, they clearly decided against it. The developer had a vision for the look and style of the game and they were dedicated to it; maybe to a fault from some gamers' viewpoint.
Also worth nothing is that Ubisoft is continuing to work on optimization post-release; how much of an increase we'll actually see with game patches or driver updates will have to be seen as we move forward. Some developers have a habit of releasing a game and simply abandoning it as it shipped - hopefully we will see more dedication from the Unity team.
So, if the game runs at low frame rates on modern hardware...what is the complaint exactly? I do believe that Ubisoft would have benefited from better performance on lower image quality settings. You can tell by swapping the settings for yourself in game but the quality difference between Low and Ultra High is noticeable, but not dramatically so. Again, this likely harkens back to the desire of Ubisoft to maintain an artistic vision.
Remember that when Crysis 3 launched early last year, running at 1920x1200 at 50 FPS required a GTX 680, the top GPU at the time; and that was at the High settings. The Very High preset only hit 37 FPS on the same card.
PC gamers seems to be creating a double standard. On one hand, none of us want PC-ports or games that are developed with consoles in mind that don't take advantage of the power of the PC platform. Games in the Call of Duty series are immensely popular but, until the release of Advanced Warfare, would routinely run at 150-200 FPS at 1080p on a modern PC. Crysis 3 and Assassin's Creed Unity are the opposite of that - games that really tax current CPU and GPU hardware, paving a way forward for future GPUs to be developed and NEEDED.
If you're NVIDIA or AMD, you should applaud this kind of work. Now I am more interested than ever in a GTX 980 Ti, or a R9 390X, to see what Unity will play like, or what Far Cry 4 will run at, or if Dragon Age Inquisition looks even better.
Of course, if we can get more performance from a better optimized or tweaked game, we want that too. Developers need to be able cater to as wide of a PC gaming audience as possible, but sometimes creating a game that can scale between running on a GTX 650 Ti and a GTX 980 is a huge pain. And with limited time frames and budgets, don't we want at least some developers to focus on visual quality rather than "dumbing down" the product?
Let me know what you all think - I know this is a hot-button issue!
UPDATE: Many readers in the comments are bringing up the bugs and artifacts within Unity, pointing to YouTube videos and whatnot. Those are totally valid complaints about the game, but don't necessarily reflect on the game's performance - which is what we were trying to target with this story. Having crashes and bugs in the game is disappointing, but again, Ubisoft and Assassin's Creed Unity aren't alone here. Have you seen the bugs in Skyrim or Tomb Raider? Hopefully Ubisoft will be more aggressive in addressing them in the near future.
UPDATE 2: I also wanted to comment that even though I seem to be defending Ubisoft around the performance of Unity, my direct feedback to them was that they should enable modes in the game that allow it to play at higher frame rates and even lower image quality settings, even if they were unable to find ways to "optimize" the game's efficiency. So far the developer seems aware of all the complaints around performance, bugs, physics, etc. and is going to try to address them.
UPDATE 3: In the last day or so, a couple of other media outlets have posted anonymous information that indicates that the draw call count for Assassin's Creed Unity is at fault for the poor performance of the game on PCs. According to this "anonymous" source, while the consoles have low-level API access to hardware to accept and process several times the draw calls, DirectX 11 can only handle "7,000 - 10,000 peak draw calls." Unity apparently is "pushing in excess of 50,000 draw calls per frame" and thus is putting more pressure on the PC that it can handle, even with high end CPU and GPU hardware. The fact that these comments are "anonymous" is pretty frustrating as it means that even if they are accurate, they can't be taken as the truth without confirmation from Ubisoft. If this turns out to be true, then it would be a confirmation that Ubisoft didn't take the time to implement a DX11 port correctly. If it's not true, or only partially to blame, we are left with more meaningless finger-pointing.
Subject: General Tech, Graphics Cards | November 10, 2014 - 10:07 PM | Ryan Shrout
Tagged: video, Unity, pcper, nvidia, live, GTX 980, geforce, game stream, assassins creed
UPDATE: If you missed the live stream event: good news! We have it archived up on YouTube now and embeded below for your viewing pleasure!
Assassin's Creed Unity is shaping up to be one of the defining games of the holiday season, with visuals and game play additions that are incredible to see in person. Scott already wrote up a post that details some the new technologies found in the game along with a video of the impressive detail the engine provides. Check it out!
To celebrate the release, PC Perspective has partnered with NVIDIA to host a couple of live game streams that will feature some multi-player gaming fun as well some prizes to giveaway to the community. I will be joined by some new NVIDIA faces to take on the campaign in a cooperative style while taking a couple of stops to give away some hardware.
Assassin's Creed Unity Game Stream Powered by NVIDIA
5pm PT / 8pm ET - November 11th
Need a reminder? Join our live mailing list!
Here are some of the prizes we have lined up for those of you that join us for the live stream:
- 5 x Assassin's Creed Unity Steam Keys
- 10 x NVIDIA SLI Bridges - From NVIDIA Direct
- 1 x ASUS ROG Swift PG278Q G-Sync Monitor - PC Perspective Review
- 1 x Acer XB280HK 28-in 4K G-Sync Monitor - PC Perspective Review
Another awesome prize haul!! How do you win? It's really simple: just tune in and watch the Assassin's Creed Unity Game Stream Powered by NVIDIA! We'll explain the methods to enter live on the air and anyone can enter from anywhere in the world - no issues at all!
So stop by Tuesday night for some fun, some gaming and the chance to win some goods!
Subject: General Tech | April 30, 2013 - 12:57 PM | Tim Verry
Tagged: wubi, Unity, ubuntu 13.04, ubuntu, openstack, linux, canonical
Canonical released its the Ubuntu 13.04 “Raring Ringtail” Linux distribution earlier this week. The updated operating system incorporates a new Linux kernel, newer pre-installed applications, and a tweaked Unity desktop environment. Enterprise and server users also have updated server software stacks to look forward to, including the latest juju and OpenStack (Grizzly) releases.
Ubuntu 13.04 continues in the direction of convergence set in motion by Canonical and its founder Mark Shuttleworth. It is the first step towards Ubuntu running on many types of devices (including mobile) as it includes an updated Unity interface. The 13.04 release still uses the X window system, but Canonical has made tweaks to Unity and is offering up an optional download of the new Mir display backend that users can install. Mir is the display server that Ubuntu will be switching to with its next LTS release and that will reportedly enable a cross-platform Ubuntu/Unity experience. The Unity tweaks include disabling Workspaces and the “show desktop” button on the desktop (though they can be re-enabled in settings). There have also been tweaks to Ubuntu’s Dash UI, including a typo-tolerant search function and new result sorting options. It will not be until the next release that users will really start to see Ubuntu’s plans of convergence come together (heh), but even with the small changes present in 13.04, the traditional desktop OS is making considerations for mobile devices.
While the visual changes are minimal on Ubuntu 13.04 compared to 12.10, the new release does update a lot of the underlying software.At least on the outside, Ubuntu 13.04 has not changed much from its 12.10 predecessor. Ubuntu 13.04 is based on the upstream 3.8.8 Linux kernel, and incorporates a number of updates to the pre-installed applications and core software. The updates include Unity 7, LibreOffice 4, and Python 3.3 (future versions of Ubuntu will remove Python 2 completely, though it will still be available as a downloadable package). Gwibber has also been replaced with a new service called “Friends” that takes all of your social networking accounts and combines them under your Ubuntu Online account.
Additionally, Ubuntu 13.04 also no longer includes the Wubi installer, which allowed users to install Ubuntu as a program within Windows and got around the need to mess with partitioning. Although there was a bit of overhead in doing the install this way, it was noticeably easier for new users than other methods. Canonical suggests that users interested in trying out the new operating system should simply use the live media, but installing it in a VM such as VirtualBox or VMWare may be more appropriate as some of the functionality is missing from the Live DVD environment in my experience (at least if you also want to try out functionality or other Linux software that would require a restart). Canonical has also cut the support time in half for Ubuntu 13.04 (and all future interim releases) from 18 months to 9 months. Hopefully the development team puts the reduced support workload to good use by investing the time in quick and stable releases.
So far, Ubuntu 13.04 has been getting positive reviews, though some users have run into issues running the operating system on their particular hardware (a bit of instability is expected with a new release, however).
If you are interested in Ubuntu 13.04 “Raring Ringtail,” you can read more about the changes in the official release notes and grab a download of the OS from the Ubuntu website or the updater if you are currently running Ubuntu 12.10.
Subject: General Tech | November 26, 2011 - 04:53 AM | Tim Verry
Tagged: Unity, ubuntu, mint, linux, katya
Linux Mint Is On The Rise
Ubuntu has long been the popular choice when it comes to Linux distributions. The open source operating system even managed to be picked by large computer OEM Dell for the company’s netbooks and select desktop computers at one time. As far as free alternative operating systems go, Ubuntu was the top choice of many Linux users. Lately; however, the distro seems to be declining in popularity. According to ZDNet, Pingdom has gathered Linux market share data from the past few years and found that the once popular Ubuntu OS has given up a great deal of ground to competing distributions. In particular, Linux Mint has risen to the 11% usage level that Ubuntu held at its prime versus Ubuntu’s current 4% market usage in 2011.
Linux Mint 11's desktop.
Interestingly, Linux mint started at 0% adoption in 2005 versus Ubuntu’s 11% in that same year where it would grow to 4% in 2007 and grow slowly to 5% in 2010. From there, the adoption grows rapidly to it’s current 11% market usage as of November 23rd 2011 (based on DistroWatch ranking data).
Linux Mint 11 is a very respectable and speedy distribution and is comparatively very media friendly and easy to use out of the box for newcomers. These qualities likely have contributed to the operating system’s place on the Top 5 Linux Distribution list.
Wait- What Happened To Ubuntu?
Ubuntu gained fame due to its friendliness to newcomers, casual users, and enthusiasts/power users alike. Adrian Kingsley-Hughes over at ZDnet notes that the operating system’s popularity is wavering. Linux Fans have cited Ubuntu’s recent interface overhaul-dubbed Unity- as a possible source of the decline in popularity. Kingsley-Hughes believes; however, that in the latest iteration(s) Ubuntu has spread itself too thin by attempting to appeal to too many people at once.
The Ubuntu 11.10 installation. One of several slides on everything that is packed in tight in Ubuntu.
On that point I think he is correct. Ubuntu has been attempting to become the Windows equivalent of the Linux space. This goal in and of itself is a noble one; however, it also goes against the grain of the “ideal Linux OS” (meaning the OS that users want to use). Linux itself is (by comparison) a niche operating system, and within that general term spawns numerous Linux distributions that are even further niche and highly specialized products and user experiences.
I have to concur with Mr. Kingsley-Hughes on this one, even with my own personal lackluster (or “meh” in less technical terms ;) ) opinion of Ubuntu’s Unity it’s not bad or difficult enough to get rid of to cause such a drop in usage. The inherent purpose and goal of a Linux distro is to be a highly specialized and customizable user experience that is easily tailored to a specific users’ wants and needs. Ubuntu is falling out of favor with many Linux fans due to it trying too hard to appeal to everyone in a “jack of all trades, master of none” method instead of the perfect distribution for each individual aspect that makes Linux so appealing to users to begin with. Many design and under the hood changes have taken place in Ubuntu to accommodate the mainstream Linux goal(s) and in doing so a lot of users and configurations aren’t as easily obtained with Ubuntu anymore. There’s now more programs included by default and more programs running to maintain the something for everyone system, and that is not what many Linux fans want out of their distributions. They want a distro that only does what they want with as minimal of resources as possible while still being productive for example.
What are your thoughts? Is there a reason for Ubuntu’s decline or is the distro’s time in the spotlight simply over (for now at least)? Have you moved on from Ubuntu? You can read more about the Linux usage data here.
Subject: General Tech | May 12, 2011 - 11:54 AM | Jeremy Hellstrom
Tagged: Unity, Ubuntu 11.04, ubuntu, OS, natty narwhal, linux, gnome
Natty Narwhal, officially called Ubuntu 11.04, has arrived on the scene and it brings some changes to the way you will look at Linux. It was designed to be the first desktop version to dump the Gnome GUI in favour of the Unity interface that has been previously used on netbook and other lower powered machines. The design its self is fairly minimalistic as you would expect from what it was first implemented as, but not to the point where you won't recognize the familiar dock style interface common to OS X and Win 7. Ars Technica takes you through a thorough look at the newest Linux and the pluses and minuses of the new GUI.
"Ubuntu 11.04, codenamed Natty Narwhal, rose from the depths last week. The update brings a number of significant new features to the Linux-based operating system. It includes a much-improved refresh of the Unity shell and a number of other significant improvements throughout the application stack.
This is the first version of Ubuntu to ship with Unity on the desktop. Due to the far-reaching nature of the changes that accompany the transition to a new desktop shell, this review will focus almost entirely on Unity and how it impacts the Ubuntu user experience. We will also look at how Unity compares with GNOME 3.0 and the classic GNOME experience."
Here is some more Tech News from around the web:
- Pivot Power strip starts shipping, folks who ordered a year ago rejoice @ Engadget
- Google Engineers Deny Hack Exploited Chrome @ Slashdot
- Shortage of smartphone and tablet PC components emerging @ The Register
- PCMark 7 Basic Edition Now Available @ NGOHQ
- Win Fantastic Cooler Master prizes @ eTeknix