What should we call this.. mmh..
"Do Not Track" is a bit long, maybe we just shorten it to DNT?
Nah thats dumb. /s
https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/DN...
What should we call this.. mmh..
"Do Not Track" is a bit long, maybe we just shorten it to DNT?
Nah thats dumb. /s
https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/DN...
Even if DOTS was perfect, the GPU would still be entirely geometry throughput bottlenecked.
Yes, UE5 has a large competitive advantage today for high-geometry content. But that wasn’t something Unity claimed could be automatically solved (so Unity is in the same position as every other engine in existence apart from UE5).
The developer should have been aware from the beginning of the need for geometry LOD: it is a city building game! The entire point is to position the camera far away from a massive number of objects!
> Unity has a package called Entities Graphics, but surprisingly Cities: Skylines 2 doesn’t seem to use that. The reason might be its relative immaturity and its limited set of supported rendering features
I'd hazard a guess their implementation of whatever bridge between ECS and rendering is not capable of LODs currently (for whatever reason). I doubt they simply forgot to slap on the standard Unity component for LODs during development, there's got to be a bigger roadblock here
Edit: The non-presence of lod'ed models in the build does not necessarily mean they don't exist. Unity builds will usually not include assets that aren't referenced, so they may well exists, just waiting to be used.
Maybe they could have gotten away with this with UE5's Nanite, but that much excessive geometry would have brought everything else to its knees.
Exactly.
If unity actually delivered a workable graphics pipeline (for the DOTS/ECS stack, or at all keeping up with what UE seems to be doing) these things probably wouldn't be an issue.
user installs the game on their pc? unity wants the fee paid for that
same user installs it on their laptop? pay again
same user upgrades their pc and has to install the game again? unity wants their install fee
I believe they also initially said that deinstall + install would incur another charge, but backpeddalled there (weird)
There is a difference between understanding lifetimes and being able to keep track of them. I have a lot of objects in my more than 10 million lines of code. Most of them have simple lifetimes that are easy to track, but a few for reasons (which may or may not be valid - often the reasons are it was built in C++98 and updating to modern lifetimes is hard when it is used all over) have complex lifetimes that are tedious to track. It isn't that I can't, it is that I get bored/make mistakes and the static analyzer wouldn't (Or course C++ can't be statically analyzed, but if it could the static analyzer wouldn't fail for the same reasons I fail)
My understanding is their new fibre lays are all “symmetric ready”, same with BT. You’re right they currently don’t operate them in that fashion, but they’ve laid the groundwork. See below.
https://www.ispreview.co.uk/index.php/2022/11/first-trial-us...
The article you linked covers this as well:
> while more than 1 million of their premises are also being served by “full fibre” FTTP using the older Radio Frequency over Glass (RFoG) approach to ensure compatibility between both sides of their network.
As for them going symmetric in the future: I'll believe it when they do, not holding my breath
You'd also want to calibrate your monitor accordingly of course
You'd also want to calibrate your monitor accordingly of course
The preview is 530x300px on a 1920x1080 screen vs the image shown being 336x188px
How this passed any sort of QA is beyond me