Tuesday, March 19th 2019

Witness the Power of Unity With Heretic Real-Time Demo, Megacity Tech Demo

Unity has grown from a relatively simple engine to one of the most flexible options available for developers, allowing everything from 2D platformers to 3D games and short cinematics, all rendered in real-time, in-engine. The new Heretic real-time demo, showcased at GDC 2019, is one such example of a 3D engine being used to render a breathtaking cinematic.

The Heretic builds upon learnings derived from both the Adam and Book of the Dead shorts, and take advantage of the latest technologies embedded into the Unity engine. Motion blur, bloom, depth of field, film grain, color grading, and Panini projection, including by real-time lights and usage of a probe-based lighting solution. Just take a look at the video yourself, right after the break, and read on for the other part of this Unity-related piece: the Megacity Tech Demo.

Besides launching part one of their heretic real-time demo, which Unity says will be released in full sometime in the future, the company has also made available for download their incredible Megacity tech demo, which they had already revealed back in October of 2018. Aiming to showcase a cyberpunk/futuristic setting not very unlike Cyberpunk 2077, the Megacity tech demo makes use of 4.5 million mesh renderers, 5000 dynamic vehicles and 200,000 unique building objects. The vehicles fly on spline-based traffic lanes, never colliding, and there are 100,000 unique audio sources, including neon signs, air-conditioning fans, and cars. You can now run this incredible tech demo right on your PC, with no compression quality loss. Be advised though: it's a 7.1 GB download, and performance will definitely vary.

Sources: Unity Heretic via DSO Gaming, Unity Megacity via DFSO Gaming, Megacity Tech demo Download
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12 Comments on Witness the Power of Unity With Heretic Real-Time Demo, Megacity Tech Demo

#2
Wavetrex
About 1st video:

Any sufficiently advanced technology is indistinguishable from magic.
A.C.Clarke
Posted on Reply
#5
mouacyk
apparently oblivious to ray tracing

no that's about the only thing missing from the features list
Posted on Reply
#6
Ferrum Master
The link is slow, there are the times when you should use torrent for distribution.
Posted on Reply
#7
Wavetrex
Ferrum Master said:
The link is slow, there are the times when you should use torrent for distribution.
I downloaded it at almost full bandwidth (400mbps).

It unpacks to about 20 GB of data, but unfortunately (for me at least) nothing to do with it as it's the Unity PROJECT, not the generated game.
If anyone cares to explain as for totally stupid people how to make this compile and become an .EXE that someone can run, that would be great !
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#8
Ferrum Master
Wavetrex said:
I downloaded it at almost full bandwidth (400mbps).

It unpacks to about 20 GB of data, but unfortunately (for me at least) nothing to do with it as it's the Unity PROJECT, not the generated game.
If anyone cares to explain as for totally stupid people how to make this compile and become an .EXE that someone can run, that would be great !
Just download the unity hub then 2019 beta Unity tools itself !! then open folder
Posted on Reply
#9
15th Warlock
We truly are living in the future, I remember playing pitfall on my Atari 2600, and look how far we have come.

Thanks for the link, I'm so excited to see what games will utilize this engines to render such graphics.

We live in an age when the only limit to what can be done in games is the limit of the developer's imagination.
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#10
overvolted
Ferrum Master said:
Just download the unity hub then 2019 beta Unity tools itself !! then open folder
When you ran this yourself did the compile operation bog the living shit out of your system?
I run the hub, open the folder within it with the button at the top and within a few seconds, all 8 cores are intermittently pegging in this "start/stop" manner at 100 percent while it's reading/compiling all the folder contents. The progress bar keeps moving forward albeit extremely slow, but it seems like something definitely isnt right.

Wondering if something's wrong. After watching it do this for 5 or so minutes, I lost patience and stopped it. Tried it a couple times even after a restart.
Wasn't ram...just a pegged processor. Ryzen7, 16g, NVME 1 TB, rtx 2060.

If anything, I've found something more vicious than prime95 or occt to stability test my system.:confused:
Posted on Reply
#11
Ferrum Master
overvolted said:
When you ran this yourself did the compile operation bog the living shit out of your system?
I run the hub, open the folder within it with the button at the top and within a few seconds, all 8 cores are intermittently pegging in this "start/stop" manner at 100 percent while it's reading/compiling all the folder contents. The progress bar keeps moving forward albeit extremely slow, but it seems like something definitely isnt right.

Wondering if something's wrong. After watching it do this for 5 or so minutes, I lost patience and stopped it. Tried it a couple times even after a restart.
Wasn't ram...just a pegged processor. Ryzen7, 16g, NVME 1 TB, rtx 2060.

If anything, I've found something more vicious than prime95 or occt to stability test my system.:confused:
Yeah, but that's like with everything you compile from raw code. It does it once, because the versions differ. Then the actual building is a bit faster. Then just build, adjust your preferred settings. You wonder why such thing as EPYC is even made in the first place? It has actually use for those who code a lot and it saves a huge amount of time.

I've compiled it yesterday few times. Tried DX12 vs DX11, couldn't manage to run Vulkan compliled one, prolly my drivers are broken I don't want to downgrade my WDDM model for now.

But the demo ain't something special at all actually... at Demoscene there are even better weighting like 4K pure ASM code.
Posted on Reply
#12
djani97
[Build needed]

I would be happy to receive a full-build of this project from somebody who has the bandwidth to share.
I've been trying to do it myself but importing the project into Unity was a seemingly never-ending process that consumed 100% CPU for hours, so I stopped it.
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