Benjamin Berman
Benjamin Berman
> There is an additional 50ms/90ms of latency when software decoding inside a Unity standalone/editor compared to software decoding within a web browser. I would add in general, compared to...
> @doctorpangloss Can I ask you how you measure the FPS? an ancient script I didn't author, which renders the measured FPS to a canvas text ```csharp void Update() {...
I have explored the issue more and believe there might be something severely glitched with the editor or plugin interacting with the graphics APIs order.
It's a huge puzzle! This order shouldn't impact anything. I can reproduce it 100% though. I can share the repo and binaries if you need.
yes i will update it and reopen if I have some insights into why this occurs.
> Hello! > I was wondering if it would ever be possible to 'select device' for vide encoding in the future? > > This means we could encode on a...
if we're not going to get common recipes for Tekton, we really need the autocomplete in our editors
some other architectural ideas: - (+2ms by avoiding creating readback textures) when an encoder like `NvEncoder` initializes, it can add its `FrameBufferFactory` (`CPUReadbackFrameBufferFactory`, `CUDABufferFactory`, `DX11TextureFactory`, `DX12TextureFactory`, `MTLMemorylessBufferFactory`, `MediaCodecBufferFactory`) via a...
Based on some further research: 1. in URP and HDRP, use the same event / pass that the Unity Recorder does to call a new render event "TextureReady" with a...
The current work around I'm using involves broadcasting to all nodes when an item is added to the queue (i.e., `notEmpty.signal`). It's easier to use `signalAll` instead of trying to...