TIL you can take advantage of anisotropic filtering for directional blurs (!)
Posts by Mr F
Never thought about (ab)using anisotropy for "free" directional samples in a blur, clever!
Came across this handy matrix of accurate but integer-only bit depth conversion formulas: threadlocalmutex.com?p=48
You can:
- bake in shadowmask mode (only dynamic objects cast dynamic shadows, mixes with static)
- light dynamic objects with probes (obviously) or Bakery Volumes (less obviously)
Pretty!
Who could've thought? Bakery is on sale again!
(as well as RTPreview)
assetstore.unity.com/packages/too...
#gamedev
If you remove like 99% of meshes from the scene (but keep lights, probes, volumes), does it still fail?
Can you tell me which driver is currently working for you?
As for your scene: I assume that Bake folder exists not marked for version control and there is enough space on disk E?
Can you check if it bakes without that particular LMGroup_Terrain?
Do example scenes bake fine?
Just to confirm, if you open console (or create a .bat file) in the same folder as ftraceRTX9.exe and write:
ftraceRTX9.exe /sun hwtestdata light 4 0 0 direct0.bin
...will the last line in .ftracelog.txt be about unsupported ABI?
Out of ideas then really. Did it work on previous drivers? Can you try it on anything pre-590?
Can you try this?
Bakery doesn't really work on Linux...
Just in case, check if you have any AV (or V?) software that can potentially inject into other programs and change their memory.
That's certainly very odd. Let's ask Nvidia, maybe they know :D
I tried updating my 3070 laptop to 595.79, but it works OK...
forums.developer.nvidia.com/t/unsupporte...
Huh. Can you send me your .ftracelog.txt after running "detect optimal settings"? Or at least screenshot the how the last lines look in notepad.
If you hover over the blue "Bakery" text, the tooltip must say 1.98.
You can also try this instead of the Store update: geom.io/bakery/wiki/...
If you see "RTX and non RTX lightmappers failed" and NOT "Both RTX (old and new) and non-RTX lightmappers failed to run", then you are still using previous version.
Maybe you have two different copies of Bakery in different folders or something...
Hi! With "Failed to load OptiX" try Bakery -> Utilities -> Detect optimal settings -> Set recommended as default.
Regarding the ABI error: never heard of it before. How did you patch? Probably not all files were updated so there's some version mismatch between different parts?
My erosion filter is out! Video, blog post, and shader source.
It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.
Explainer video:
www.youtube.com/watch?v=r4V2...
Companion blog post:
blog.runevision.com/2026/03/fast...
#ProcGen #vfx #GameDev
image showing demo tracker in use, in an obvious case where one program is using more GPU than the machine has.
I am not sure I can overstate how useful this tool is. Not sure if your game is paging out GPU-memory to system-memory? Well now you know :)
github.com/jonasmr/demo...
There is a known issue with per-vertex lightmaps and possibly GI correctness from non-lightmapped (receive GI = probes) objects in this mode, will fix it soon.
Low-key added a massive new feature to the github version of Bakery.
If enabled, it should noticeably improve export & tracing time for scenes with large amounts of copy-pasted objects (e.g. forests).
#gamedev
I polished the dll part a few days ago, but as for actually binary patching it's up to @meetem.bsky.social . It's a bit tricky to do for all platforms and Unity versions.
Thank you, and I like what you baked! 😍
So yes, the C# code on both top/bottom videos is actually identical. If we had Unity source, it would be a ~10-line change + you need to make UI for the user to add actual colliders to the wheels. But since we don't have it, we do it in arcane ways.
...aand somehow it actually WORKED 🤪
Even if you don't have Unity source code, you still have the asm and the pdb, so it's ALMOST like having source code 😂
And I wrote a DLL that exposes a function with a similar signature, but instead, adds actual wheel shapes to the car and calls PxVehicleSuspensionSweeps. I also had to convert data between raycast/sweep queries.
But it's not going to stop us... us being me and
@meetem.bsky.social who wondered if we can just hack it into Unity. And we tried.
Thanks to Unity.pdb, Meetem managed to find where it calls PxVehicleSuspensionRaycasts and replace it with a jump to custom mem where he forwarded it to a DLL
...but not in Unity. As it turns out, PhysX supported non-ray wheels for about 10 years. It's mentioned in 2017 on Unity forum... discussions.unity.com/t/physx-v3-4...
Yet Unity never exposed this abiltiy (even though they kept updating PhysX version).