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Unity 6 merged to Staging (Main) which has new models! I'm seeing a boost in FPS now, even on lower/mid tier hardware. About 12-15 fps compared to old models & unity 2022. I wonder what Harons testing will show on high end. Also managed to get 0.1/1% lows working. #Rust

13,724 views • 1 month ago •via X (Twitter)

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 views • 5 months ago

Medical Doctor who’s President of the Nevada State Medical Association says American Health Insurance companies are now denying removing stillbirths from patients and denying their hospital stays “This denial is so incredibly egregious, I don't even know what to do with it — So we now have absolutely no way to get this baby out.” “Hi, my name is Dr. Joseph Adashek. I'm a high-risk pregnancy specialist in Nevada. I'm also president of the Nevada State Medical Association. So today I received a denial on a patient who unfortunately had an 18-week fetal demise, 18-week stillbirth. So unfortunately at this point now we have to get the baby out of her because otherwise she would have to wait until she goes into labor on her own and that could take a rather long time. That could be days or that could be weeks. It's hard to know. So just got a letter from Aetna denying they either dilation and evacuation, a D&E procedure to get their baby out. Oh, and also denied putting her in the hospital. So we now have absolutely no way to get this baby out. Fortunately, we can submit a letter requesting Rico consideration and they will get back to me in 14 days. So this poor patient has to wait until she goes into labor on her own. Of course, I can do a peer-to-peer review. Maybe, just maybe, I will get a physician. Will I get an OBGYN? Probably not. Will I get a high-risk pregnancy specialist? Not a chance. So, I'm seeing other physicians just now going online to claim what is going on when they have denials. And this denial is so incredibly egregious, I don't even know what to do with it.“

Wall Street Apes

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I've been spending more time with Bezi to see how far I can push vibe coding a game on the Unity Editor. So far, I'm pretty happy with what I can achieve with Bezi. Here are some learnings: - Even though I use Bezi to do all agentic coding, I still have to perform a few small manual tasks in the Unity Editor - As a result, I feel like I am getting a hang of Unity's complex and clunky UI, which actually feels good! - This is one of those examples where Vibe Coding is a great way to learn game dev. - For big features, I can't state the importance of asking the agent to create a plan first before implementing the feature. It can work wonders. Most of the bigger features/ssytems starts with a clear plan. - The biggest strength about working with Unity Engine is the Unity Asset Store, there's so much good stuff in there, 3D assets, shaders, vfx etc that can really spice up your game, that other game enginers will need to build from scratch. - Because Unity Assets Stores sell UI assets packs, I was able to implement decent looking UI fairly quickly. For those of you that vibe code games, you know how much of a pain it is to implement UI. - I did meet a few hiccups along the way where Bezi seems to struggle a little with implementing some features, but usually with some retries it works out at the end, though it burns a ton of tokens. After spending more time with Bezi, I'm still feeling good about using it. I am able to get this PvZ style autobattler working in a few days!

Danny Limanseta

13,395 views • 3 months ago