A couple of days ago, we had the pleasure of interviewing Unity Technologies’ Field Engineer, Mathieu Muller. We talked with Mathieu about a lot of interesting subjects, such as the performance issues that affected all Unity 4 games, the Global Illumination solution for Unity 5, DX12, Vulkan, ray-tracing, and the future of the Unity Engine. Enjoy the interview after the jump! Continue reading Unity Technologies on DX12, Vulkan, Ray-tracing, Physically-based Rendering, Dynamic LOD, E3 Demos & more
Tag Archives: Unity 5
Unity 5.0 vs Unity 5.4 – Graphics Improvements Video
Unity has released a new video for its Unity Engine, showcasing the graphical improvements of the latest 5.4 version over the 5.0 version. We’ve heard lately a lot of games using the Unity Engine, so here is hoping that developers will use this latest version of it. Enjoy! Continue reading Unity 5.0 vs Unity 5.4 – Graphics Improvements Video
Unity 5.3 Will Bring Support For Screen Space Reflections, New Videos Showcasing This New Feature
Unity Technologies that Unity 5.3 will support Screen Space Reflections (SSR). SSR is a technique that renders reflections more accurately, and is being supported by some of the latest triple-A games. Continue reading Unity 5.3 Will Bring Support For Screen Space Reflections, New Videos Showcasing This New Feature
Unity 5 – New Lighting Tech Demo Shows Real-time Global Illumination
At this year’s Unite Boston event, Unity presented a new lighting tech demo for Unity 5. This demo was created by Alex Lovett (Concept, Direction, Art Direction, Lighting, Environment art, Scripting) and Thomas Pasieka (3D Art), and shows real-time GI and time of day. In addition, Unity released a highlight reel video, showing the upcoming games that will be powered by the Unity Engine. Enjoy! Continue reading Unity 5 – New Lighting Tech Demo Shows Real-time Global Illumination
Unity Is Getting Stronger – Frostbite’s Senior Graphic Programmer Leaves DICE, Joins Unity
It appears that the fight between Unity 5 and all other game engines will get really interesting. Frostbite’s senior graphic programmer, Sébastien Lagarde, announced that he’s leaving DICE. Sébastien has been at DICE for two years and will join Unity as a Director of Rendering Research. Continue reading Unity Is Getting Stronger – Frostbite’s Senior Graphic Programmer Leaves DICE, Joins Unity
Unity 5.2 Is Now Available – Optimized For Oculus Rift, Officially Supports Windows 10
Unity Technologies has announced the release of Unity 5.2. As the press release reads, the big news in this update is the arrival of Window Services. It provides easy access to Unity Ads, Analytics Unity, Unity and Unity Build Cloud Multiplayer, without the need to integrate them into a single SDK. Continue reading Unity 5.2 Is Now Available – Optimized For Oculus Rift, Officially Supports Windows 10
Silent Hill 4: The Room – Apartment Remake in Unity 5
Dennis Giesler and Vjaceslav Tissen have been working on this recreation of Silent Hill 4: The Room’s apartment in Unity 5 for quite some time. And a couple of days ago, the duo released some screenshots from the finished version of that recreation. It looks cool and gives us an idea of what a remaster of that really old Silent Hill game could look like, so be sure to view the images after the jump! Continue reading Silent Hill 4: The Room – Apartment Remake in Unity 5
Unity Engine Will Fully Support Microsoft’s Hololens Technology
Unity announced today that it will officially support Microsoft’s Hololens in Unity Engine. Unity and Microsoft will work closely together to optimize the HoloLens for Unity with tools, working methods and dedicated optimizations of Unity’s ability to efficiently create 3D and 2D models in Hololens. Continue reading Unity Engine Will Fully Support Microsoft’s Hololens Technology
Unity 5 Now Supports EISKO’s Character Physically-based Shading
EISKO today announced the release of its Character Physically-Based Shaders (CPBS) package for Unity 5 on the Unity Asset Store, offering developers a high performance and cost-effective solution for creating more lifelike characters that react perfectly to environment lighting. Continue reading Unity 5 Now Supports EISKO’s Character Physically-based Shading
DX12 – Multi-Threading Shadow Map Rendering Performance Boost, Can Be Applied to Existing Engines
At this year’s GDC, Kuba Cupisz and Kasper Engelstoft, graphics programmers at Unity Technologies, talked about Unity 5 and DX12. Now we all know that DX12 is going to be big, however we don’t know how developers will take advantage of it. Well, according to Unity’s programmers, DX12 can be used for multi-threading shadow map rendering as it can significantly boost performance and can be applied in all existing engines. Continue reading DX12 – Multi-Threading Shadow Map Rendering Performance Boost, Can Be Applied to Existing Engines