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Thread: Realtime Arhcviz Tech Demo w. Unity

  1. #11
    Junior Member kenpimentel1's Avatar
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    Kenneth Pimentel
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    We've got 40M poly scenes in the engine at 30fps, that came through this new pipeline. Big complex monsters.

    We support instancing and other optimizations, which is why this is working so well already. We're not done, we've barely got started...

  2. #12
    Moderator Maxer's Avatar
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    Devin Johnston
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    Kenneth do you know if this plugin will come out before the end of the month?
    I make fake things for real people to convince them fake things are real.

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    Member lewisgarrison's Avatar
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    I'm super excited to hear more about this "ProjectNile" workflow. People were talking about it on the Unreal forums. Optimizing the Max+Vray to Unreal Engine workflow is going to seriously be a game changer.

  4. #14
    Junior Member kenpimentel1's Avatar
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    Default Re: Realtime Arhcviz Tech Demo w. Unity

    Just saw an entire city (from CityEngine):
    - 21,342 actors with 17,895,826 triangles.
    - 82,420 foliage instances with 124,260,144 triangles. That's right, 124M triangles!

    Current frame rate with full city in camera view with no HLODs ~12-15 fps.
    With animated cameras the frame rate is much better ~20-24 fps.

    This is basically without any performance tuning and a very "alpha" version of the CityEngine exporter. We have plans to hook up auto-generation of LODs to this.

    Sorry I can't share images, but if you go to SIGGRAPH and attend our user group....

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