Graphics: DirectX 11 / GL 4.x Support
Tessellation would be awesome, along with Compute Shaders. It would improve the performance greatly. Keep DirectX 9 support though. This is a huge request, but I personally think would put it into the market of the few engines that support DirectX 11.
18 comments
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Robin VanEe commented
Tessellation would be great for terrains and the like. It could improve performance for faraway terrain, yet improve the looks of nearby terrain.
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Dev
commented
Hi Aras, it's been some time since your post on your dx11 ninja camp experiment. Seen the Unity Roadmap and ofcourse there is no mention of Dx11 support.
To be fair, it's still perhaps not very important for the entire Games sector to have features like adaptive tessellation, however people are using Unity for far more than games. I work for a company that has an entire line of building & visualisation tech working with Unity. The reason is it's a very nice environment to build applications. Our workflow has been simplified by an order of magnitude just by using Unity's import based asset management. We love working in Unity, its increased out productivity a lot! But we are lagging behind visually cause of Unity sticking to Dx9. Of particular concern if absence of good AA in deferred rendering. NFAA and other schemes are just does not cut it for the kind of stuff we're trying to do. Of course adaptive tessellation would help us a lot, not to mention geometry shaders. I confess we deploy on top of the line platforms so hardware is not a problem for our clients.
It's a very selfish question : Do you guys have plans for Dx 11 support in the near future. I'd hate to move our tech to our other Dx11 enabled engine, we'd have to change our pipeline completely. And we don't enjoy working on that :(
Good day sir!
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lu the kiet
commented
I am considering switching to Orge3D because I need some features of Indexable textures reading.
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John
commented
Would B nice
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Tachi
commented
I would like to voice my support for OpenGL 4.2 and OpenGL 3.2/3.3 support. While DirectX 11 support is good for Windows, other platforms (such as Linux and Mac) do not support DirectX. OpenGL 3.2 is the highest supported on OSX Lion, and for Linux the graphics card makers are fairly good at keeping the drivers up with the newest OpenGL spec.
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alfaNUX8
commented
I think support for both DirectX and OpenGL should be both optional and a high priority (meaning both need to be kept up to date), especially sins Unity is a game development tool.
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gtpdzbiz
commented
Yep~ support Dx11 so we can have anti-aliased render target and cubemap filter across the seams ---> dynamic IBL and glossy surface reflection
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Marius
commented
I hope DX11 will be integrated in Unity before DX13 comes out :D
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Simone Ferretti commented
That would be AWESOME. DirectX11 is a new technology and it's good stuff. I think if Unity will support DX11, that would be a huge difference with UDK (DX9) or Source (DX10), Microsoft made this to help modellers, please support tessellation =)
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Stefano Provenzano
commented
Please, do this!
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WebWolf
commented
You must create like in CryEngine 3 :) CrossPlatform shaders on directX 11 )
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FierceForm
commented
Multisample antialiasing on deferred rendering. Enough said.
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Christian Howe commented
My new Radeon HD 5850 makes me want this feature more.
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AdminAras Pranckevicius
(Admin, Unity) commented
@andoriyu: you are aware that Unity uses DX9 on Windows right now? In general, we try to use whatever makes more sense on a platform. On Windows, Direct3D is _way_ better (in terms of stability and performance) than OpenGL.
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andoriyu
commented
Hell no! DX - sucks. I choose Unity3d just because of OGL.
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AdminAras Pranckevicius
(Admin, Unity) commented
@aliendude5300: you've been misled by Wolfire blog, right? :)
OpenGL's tesselation extension is _not_ the same as DX11. The OpenGL extension is for AMD's Radeon HD series cards only, and that functionality was exposed in DX9 even before OpenGL extension appeared.
And we couldn't confirm OpenGL being faster than D3D9 either. In our tests it was consistently slower. So.
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aliendude5300
commented
OpenGL has had Tessellation for a LONG time. There is really no need to even use DirectX 11, as OpenGL is faster and it supports more platforms.
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AdminAras Pranckevicius
(Admin, Unity) commented
Our primary use of OpenGL is Mac OS X. Right now the latest OS X is still OpenGL 2.1.
As for DX10, our plan is to skip DX10 entirely and at "some point" (subjective term, not a ship date & no promises) go to DX11. DX11 can run on the same OS configurations as DX10 (Vista & later) and on even wider hardware than DX10 (DX11 can run on most DX9 hardware as well).