8000 Release v1.4.0 - Fixes and performance improvements ⏩ · PiMaker/ltcgi · GitHub
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v1.4.0 - Fixes and performance improvements ⏩

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@PiMaker PiMaker released this 23 Jul 20:08
· 49 commits to main since this release
cf09e16

Download

This release is available via the Creator Companion as a VPM package!

⬇️ Creator Companion/VPM Install

For standalone Unity, you can import LTCGI as a git package with the URL: https://github.com/PiMaker/ltcgi.git

Adapters

LTCGI adapters are now built-in. Migration should be automatic. You do not need to download anything specific, having USharpVideo or AvPro installed in your project should automatically enable the corresponding adapters.

Double-check your adapters after updating - there is a chance you may need to reconfigure them in your scene, depending on which version you upgraded from.

APIv2

This contains the first version of the v2 API. Read more here: https://ltcgi.dev/Advanced/Shader_Authors

Fixes

  • Fix warning spam X4000 use of potentially uninitialized variable by using out variables - thanks @ScruffyRules!
  • Always create shader redirect file from Assets to Packages, not just when controller is placed in scene
  • Fix an issue where single-UV sampling would use the wrong position - it now always uses the exact position on mip0 of the video texture
  • Add 2 performance-related controller options (available in the "advanced settings" part of the LTCGI_Controller, note that these will be reset every update):
    • LTCGI_BLENDED_DIFFUSE_SAMPLING: slightly improves diffuse quality for an extra texture tap (perf) - current versions always do that, for performance it is now behind a default-off flag as the effect was very minimal
    • LTCGI_FAST_SAMPLING: saves a few texture slots and improves performance by using no prefiltering and just using the raw mip-chain of input textures for sampling blurred versions - noticeable reduces specular quality, but has a slight impact on perf (not huge, but measurable) - I recommend considering hardcoding this define for avatar shader authors, or trying it in your world to see if it makes a big visual impact and leaving it on if not
  • Generally improve performance of UV sampling - behaviour should be unchanged, but I noticed about a 10% raw throughput improvement for textured reflections (stress-tested with 128 screens on LTCGI_Surface, 7900 XTX; I do not recommend using more screens than absolutely necessary even with this improvement)
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