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by johnnyanmac 899 days ago
>The *RP stuff added an official shader graph which stopped artists from asking for half a dozen different shader stacks/plugins.

I guess that's one silver lining to the result of having 3-4 different graphics stacks to choose from . I understand it from an engineering perspective (Mobile is a completely different problem space. It can't "just switch to HDRP", and you really shouldn't do that that far into production), but it definitely feels like they underestimated how important migration would be for developers given how lauded Unity is for prototyping.

>My cynical take on DOTS is that because it consumed all the marketing driven feature requests and was such a mess they moved it out of LTS unity.

DOTS was tackling a very hard problem and got stuck between how they wanted to market it. And they were way too pre-emptive in promising what it could do. It should have never been advertised as ready for production but that's the vibe they gave.

It's a shame because the tech truly does feel magical for games with proper data structuring. Burst advertised 10x increases in (CPU) performance and I've heard of increases as high as 25x in the best cases. But 10x for "just flipping a switch" with Burst before interacting with the ECS and Jobs gave so much promise to what it could do to help with game performance.