It's fierce it's fast, it's physical – it's SpeedTracker! Throw your Jet Rider in to the wild chase for the flag, or fight your way around the high speed tracks. There is no mercy once the jet engines are let loose on full throttle. The Dynaforce 860 Electronic Pulse Jet engine produces enough thrust to kick you off ground. Thanks to the electro magnetic suspension from Electro Maiden you might actually survive after such a trip through the air. But take care – the Jet Rider is not indestructible. Too much abuse will severly damage your vehicle. When you drift through the corners of a track or bounce around in the rough terrain, it is the Dynamex High Impact V6 skids that keeps you in contact with the ground. The Traction Control Extreme coating from Nanotech keeps the skids gliding almost frictionless over any surface, and in a split second it can give them a grip that stops you from slamming into the vehicle in front of you. SpeedTracker - driving with an altitude!

Post news Report RSS One shader to rule them all

Unity 5 uses the new Physically Based Rendering pipeline - but it comes at some costs.

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The new Physically Based Rendering pipeline in Unity 5 is really nice. One shader - the Standard shader - gives you settings and possibilities that cover most material needs. It easily outweighs the legacy shaders in terms of convenience, possibilities, ease of use and flexibility.

There is, however, one caveat; to fully utilize the new rendering technology you need to start thinking about color spaces and color correction. For me personally that is not a big thing since I have a background as a graphical designer and photographer where these things are part of your everyday workflow. For the novice it can take some time getting into, but it is totally manageable.

To use the full potential of PBR (Physcialy Based Rendering) in Unity you will need to work in linear color space and check that little HDR checkbox in your cameras. This also means you have to use the deferred rendering path. And this is what gives me a bit of a headache. Just plain changing my previous setup to one that uses deferred rendering means I lose performance and thereby framerate. Since SpeedTracker is very dependent on physics simulations this is not very welcome.

I guess this is where I need to start digging around to find the best compromise between utilizing the new rendering technology and keeping enough CPU and GPU resources for my physics simulations. It will hopefully be an interesting and educating journey.

It would be interesting to hear what experience others have in this area.

Take Care

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