Forged Alliance Forever Forged Alliance Forever Forums 2018-02-04T01:13:45+02:00 /feed.php?f=39&t=15795 2018-02-04T01:13:45+02:00 2018-02-04T01:13:45+02:00 /viewtopic.php?t=15795&p=160378#p160378 <![CDATA[Re: Unity 2018 - Engine Demo and multithreading performance]]>
ozonex wrote:
Katharsas wrote:About multithreading there are some ways to make multithreaded code, but you can't use Unity internal functions in it. But if you have your own CPU heavy calculations then you can just create other thread and do it there. I have done that in few games and it works well.


Oh okay, well i misunderstood this then. That's fine then i guess, and the new stuff is probably about their internal threads.

Statistics: Posted by Katharsas — 04 Feb 2018, 01:13


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2018-02-03T09:03:00+02:00 2018-02-03T09:03:00+02:00 /viewtopic.php?t=15795&p=160334#p160334 <![CDATA[Re: Unity 2018 - Engine Demo and multithreading performance]]> . It's will be huge improv, otherwise 1-2 year of wait still worth it.

Statistics: Posted by Franck83 — 03 Feb 2018, 09:03


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2018-02-02T18:27:12+02:00 2018-02-02T18:27:12+02:00 /viewtopic.php?t=15795&p=160307#p160307 <![CDATA[Re: Unity 2018 - Engine Demo and multithreading performance]]>
Katharsas wrote:
I like Unity, but this "news" is 100% marketing bullshit speak. But nice to know that Unity can finally use more than one logic thread in 2018. About 5 years later than probably any other engine, but hey better late than never.

True, nothing of what is presented here actually works, and nobody knows when it will be done (maybe in 1-2 years) :D
Nothing from technical demos was ever useful. They done everything just for video and presentation, not for use by developers. Remember first Adam demo? Everything from it (lights, efects etc.) goes to trash :D We tried to use something from that, but it was too poorly made and way too slow. Easier was to made similar effects by ourself.

About multithreading there are some ways to make multithreaded code, but you can't use Unity internal functions in it. But if you have your own CPU heavy calculations then you can just create other thread and do it there. I have done that in few games and it works well.

Statistics: Posted by ozonex — 02 Feb 2018, 18:27


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2018-01-28T15:09:02+02:00 2018-01-28T15:09:02+02:00 /viewtopic.php?t=15795&p=159995#p159995 <![CDATA[Re: Unity 2018 - Engine Demo and multithreading performance]]>
Edit: those videos didnt show up when looked at this post first, but they now do, wtf.

Statistics: Posted by Katharsas — 28 Jan 2018, 15:09


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2018-01-25T11:31:38+02:00 2018-01-25T11:31:38+02:00 /viewtopic.php?t=15795&p=159848#p159848 <![CDATA[Unity 2018 - Engine Demo and multithreading performance]]>
Shaders and post processing improved.

object

Statistics: Posted by Franck83 — 25 Jan 2018, 11:31


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