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Posts by Mr F

TIL you can take advantage of anisotropic filtering for directional blurs (!)

4 days ago 17 2 1 0

Never thought about (ab)using anisotropy for "free" directional samples in a blur, clever!

4 days ago 1 0 0 0
Fast and Accurate Color Depth Conversion – threadlocalmutex.com When converting between low-bit color color formats (R4G4B4A4, R5G6B6, R8G8B8A8, and so on), the conversion routines used often don't map to the nearest color channel values in the target bit depth.…

Came across this handy matrix of accurate but integer-only bit depth conversion formulas: threadlocalmutex.com?p=48

5 days ago 10 1 0 0

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)

5 days ago 0 0 0 0

Pretty!

5 days ago 1 0 0 0
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Who could've thought? Bakery is on sale again!
(as well as RTPreview)

assetstore.unity.com/packages/too...

#gamedev

5 days ago 33 15 2 2

If you remove like 99% of meshes from the scene (but keep lights, probes, volumes), does it still fail?

1 week ago 1 0 1 0

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?

1 week ago 1 0 1 0
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Do example scenes bake fine?

1 week ago 1 0 1 0

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?

1 week ago 0 0 1 0

Out of ideas then really. Did it work on previous drivers? Can you try it on anything pre-590?

1 week ago 0 0 2 0
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Can you try this?

1 week ago 1 0 2 0

Bakery doesn't really work on Linux...

1 week ago 0 0 1 0

Just in case, check if you have any AV (or V?) software that can potentially inject into other programs and change their memory.

1 week ago 1 0 1 0
"Unsupported ABI version 529" I have a certain user of my OptiX9 program (Bakery GPU lightmapper) using driver 595.79 on an RTX 3080. On their machine initializing OptiX results in “Unsupported ABI version 529”. Tried to google that, but couldn’t find anything relevant. If my logs are correct, the error is returned right from this: Just in case I’m also logging cudaDriverGetVersion, which is 13020. Any idea why could that happen/how to fix? No other reports from other users so far. I tried installing 595.79 on my 3070 ...

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...

1 week ago 1 0 1 0

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.

1 week ago 1 0 1 0
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Github access - Bakery GPU Lightmapper: Wiki Bakery has two private repositories on github. Unlike Asset Store releases, these are frequently updated and contain latest bugfixes and beta features.

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/...

1 week ago 0 0 1 0
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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...

1 week ago 0 0 1 0

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?

1 week ago 1 0 1 0
Video

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

3 weeks ago 545 170 16 5
image showing demo tracker in use, in an obvious case where one program is using more GPU than the machine has.

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...

3 weeks ago 55 17 1 1

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.

1 month ago 5 0 0 2
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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

1 month ago 34 3 1 0

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.

1 month ago 0 0 0 0

Thank you, and I like what you baked! 😍

2 months ago 2 0 1 0

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.

2 months ago 7 0 1 0
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...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 😂

2 months ago 7 0 1 0

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.

2 months ago 4 0 1 0

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

2 months ago 6 0 1 0
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...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).

2 months ago 6 0 1 0