I am currently working on a quite large, graphicaly demanding Unity project. So I decided that I want to implement a Multi-GPU approach in order to get enough performance to run my build. While researching I found out that implementing Multi-GPU isn’t as easy as I first thought. There are currently many conflicting oppinions on if realtime Multi-GPU is even still possible at this time. One thing that has held my hopes up is this blog post by Nvidea . It explains how it is possible to create your own Multi-GPU solution using DX12.
If anyone knows anything about this, my exact Questions are:
Is there any way to implement Multi-GPU in Unity?
If yes, how would I go about implementing Multi-GPU into my project
using DX12 perferably?
Is there any automatic/template Multi-GPU implementation I could
use?
Thanks for any Help!
Related
I am very sad because a few days ago the SDK I was using called Marmalade was announced to be shutting down. I was using that SDK to bring my game to the iOS and Android platforms with great ease.
I am considering switching to Unreal Engine 4, however I have 0 experience working with it. How simple would it be to port my C++/OpenGL codebase to it?
I know there is a million ways to work with unreal, like blueprints and so on, but let's say I already have an engine, what steps would I take to port it?
If anyone could provide a rough step by step process of how you would do it and possibly link me to some learning materials I would be very greatful!
Thanks all
The question is too broad but I'll try to answer it anyway.
The low level part of your engine (input, rendering, serialization, file operations, etc) is taken care of by UE4. You pretty much won't be able to use parts of your engine in that regard.
GUI is also something that you are going to have to remake the UE4 way.
Your gameplay logic can be reused. But UE4 has its own approach for gameplay handling as well so you should familiarize yourself with it. Blueprints are very powerful and to use it you gonna have to carefully go through all of your gameplay classes, reparent them from UE4 basic classes (UObject, AActor, AController etc), then mark methods and class members with UFUNCTION and UPROPERTY so it would be exposed to Blueprints.
I would recommend to try making a simple project to get a hang of how things are done in UE4 and only then to try to reimplement your game in UE4. UE4 has a good documentation so study it.
I personally had an experience to switch from a different engine to UE4 and it took our team around 4 month, but our project is big. We pretty much used none of the code from our old engine. We followed the same approaches and same logic, but we pretty much reimplemented everything.
I am currently trying to make use of a object recognition project named object recognition kitchen. This project is built on top of ecto which is a lightweight hybrid C++/Python framework for organizing computations as directed acyclic graphs.
I don't have any experience of developing projects on top of frameworks(I also don't know how to efficiently find useful frameworks). And I am wondering what is the main concerns to bear in mind when choosing the framework for projects.
There's a similar question,but my confusion is not solved by the answers.
Any comments or thoughts are welcomed.Thanks in advance:)
I'm a php web developer and when I was looking for some fw to work with and thus make easy me working I always looked for this.
Easy to learn.
Full docs and tutorials.
Great community either in its forums or elsewhere.
free. XD. many people use free stuff around the world. so there are many people who can help you.
3rd and 4th points can be summarized as very popular.
And the most important: make test about how easy could be develop some task in each of your chosen fw.
Hope this could help you.
I want to use webgl framework. But as a beginner I don't know much about this.
I examined GLGE, Three.js, SceneJS.
So, I have following questions:
Do GLGE use Scenegraph?
Why ThreeJS have active discussion?
What is my best choice?
I want to choose the framework of good condition.
You could look at Which WebGL framework should i learn?, but the answer to "what is the best choice?" or "what framework is in good condition?" is still changing pretty rapidly, so that answer may no longer be very helpful.
I can say that Three.js has lots of cool demos, is pretty widely used, and is actively maintained. But its API is still changing a lot, and is not documented well.
If you just want to visualize data in 3d, you should look at the X toolkit ( http://goXTK.com ). It provides a very simple API and only little overhead.
If you want to develop a game, Three.js is the way to go.. :)
For disclosure, I am part of the XTK developers team.
What resources can you recommend for learning how to architect a iPhone application?
Background of the question is that most of the resources explain the usage of a single class or concept (and i appreciate that a lot to learn something about the specific topic) but as far as i can see they lack unfortunately to describe how to put things together for typical real world applications.
This won't give you a ton of help with architecting large applications, but I found this site to be really useful for finding good examples for working with animations and all the ViewController stuff: http://appsamuck.com/
You should focus your search on best practices, as a lot of the details that go behind proper architecture are found in getting those general fundamentals right.
Otherwise, if you want to know how "typical real world applications" are designed, you should go and find some open source projects and download them. There will undoubtedly be a variation in quality but it should give you a general idea of how apps get built.
Overall I don't think you'll see a general tutorial on how to build an iPhone app because all applications are different. They solve different problems under different requirements for different kinds of users. You'll probably find that the answer to your question can only be found by trying to build something on your own.
I have been using IoC for a little while now and I am curious if I should use Microsoft's Unity framework (official name "Unity Application Block"). Does anyone have experience using it? So for I have been copying my IoC container code from project to project, but I think it would be better to using something standard. I think IoC can make a HUGE difference in keeping component based applications loosely coupled and therefore changeable but I am by no means an expert on IoC, so I am nervous to switch to a framework that will just paint me into a corner as a dependency I will one day want to walk away from.
I am using Unity with no real problems. I know a few ALT.NET type people warn against Unity but I really think that is just because of the history the MS P&P team have of writing bloatware. Unity is not yet bloated IMO and works well.
I took a look at the Unity Framework, but found it to be a little 'too big' for my needs (no, I can't really quantify that, it just seemed to require much more knowledge that other frameworks that I've been playing with... this was a while ago so it's possible that that's changed as Unity's been developed/refined).
My current IoC/Dependency Injection framework is Ninject. It's quick, fast, and I was able to go from reading the tutorials (about 10 minutes) to using it in a pre-existing project in about two hours.
If you're looking for a clean way to do dependency injection, I'd highly recommend checking it out.
I would say stick with the one you know until you feel confident with it and the whole concept. After what you'll have a better judgement to pick a framework which fullfill your needs.
I've played with CompositeWPF (aka Prism) - successor of Composite app block. From my experience Unity works much better as compared with previous version of ObjectBuilder. However it's up to you to evaluate IoC frameworks and choose one suited for your needs.
Unity tutorials & samples
Unity IoC Screencast