This isn't HEVC but i guess the Profile support could have been updated inside of the Package for AVC as well anyway thx for your testing
does this stream also, there will be problems in the beginning recording issues (heavy frame loss) on the old system, complexity rises with the hair simulation quiet a bit recording this in UHD in Realtime at this Quality becomes even heavier for the whole system.
And this is still a very dark scene with a bright scene it will become even heavier
Far Camera
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Close Camera
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You need to get used to the fact that there is no real LOD then a natural working one based on the percepted pixel distance of your output device.
Zoom out and you will still be able to percept the smallest details even very far away which is a bit of a kind of super human vision, though most of the scenes are there to be consumed extremely closeup so there is virtualy 0 data reduction based on the camera distance
im working on getting threesome scenes recorded but this will become the EOL for my current system setup, especially on the recording side at UHD.
Im trying to get the last bit out of the entire system.
This goes far far above even WildLife overall especially in terms of the mastermind behind this.
And the community that starts to further grow around it full of waiting and growing masterminds, who learn and share together.
Those who Unite not with a GUN and FPS in the Hand in mind but which entire motivation is to master a Humanoid Simulation in kind of a Game way to it's perfection with a great leading figure on top, with ok other kind of GUNs in mind that shooting (where this part is still a problem, and in it's solving state)
Though this community has its own kind of vibration which can be hard sometimes, especially in times of limited systems like discord and a big amount of them hanging around with their Smartphones, it's still awesome
I really would love to see this moving to a low level API such as Vulkan being based on Unity that would be really awesome not really DX12, but well see
i try to finalize this as a benchmark sequence i cant keep the 60 FPS it is impossible on my current system to record it at this UHD complexity so i settle for a 30 FPS Hit and gonna work on different resolution recording targets, though those 30 fps feel not stable without motion blur i would need to limit the output and correctly sync it.
But here it is in its pure recording form anyways.
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This is not the most extremest where VAM can go just the start of the overall simulation and render complexity chain but even just this way it is more complex then some other stuff on the Entire System Build, especially if you add Realtime Video Recording to it as a additional goal
It's gonna and already does pressure Unity as it's core base
but it also shows that Unity is really able now to handle this kind of combined render and simulation complexity on it's VR/XR Core in realtime on lower end systems and that with a 1 pass render at really very low latency.
HDR (abstraction test)
Looking at herself
Let me be