2010-07-26
We are hiring
Our company is growing so we would be happy to see new team members: developers, PM, sales manager and system administrator. Moreover, the good news is our convenient office in Tomsk is now doubled in size!
2010-05-25
Heaven 2.1, Tropics 1.3, Sanctuary 2.3
Released updated versions of Unigine benchmarks with support of OpenGL 4.0 (including hardware tessellation) and stereo 3D technology (including 3D Vision): Heaven 2.1, Tropics 1.3 and Sanctuary 2.3.
2010-05-04
5 years since the first commercial release of Unigine
The first commercial version of Unigine engine was released five years ago, on May 4, 2005. With the release number 0.3, it had codebase size of approximately 10% relative to the current one. At that time, there used to be 5 people on board.
2010-03-23
Unigine Heaven Benchmark 2.0
Updated version of Unigine Heaven DirectX 11 benchmark is now publicly available. Main changes are: added more content, improved engine, introduced "moderate" and "extreme" tessellation modes, added Linux version (32/64 bit).
2010-02-22
Unigine booth at GDC SF 2010
We gladly invite you to come visit our booth #1344 at Game Developers Conference, San Francisco, 2010. There you will be presented the recent version of Unigine Engine and the Heaven Benchmark 2.0 along with a lot of featured Unigine-based content. Feel free to contact us for an appointment.

Development Log

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There is also a translated LiveJournal account: unigine_devlog.
2008-02-08

Improved vertex cache optimization

Recent changes:

  • Dynamic irradiance environment maps for meshes, terrains and billboards (by means of a harmonics basis).
  • New vertex cache optimizator (processing time depends on mesh complexity linearly); it also reorders polygons for more optimal rendering (less overdraw).
  • Overlapping visualization for 3D meshes in ResourceEditor / Viewer.
  • Refactored plugins for 3D modeling packages, vertex cache optimization is always performed on export now.
  • Faster loading of large files in non-native formats into ResourceEditor.
  • Improved soft shadows.
  • Adjustable bias for translucence.
  • Hash can be stored in stack memory now.
  • Improved algorithm for instance rendering (no performance drop on non-instanced geometry).
  • Reflection masks (works the same way as light and collision masks).
  • New console variables: render_show_penumbra (shows penumbra in color) and render_show_splits (shows PSSM splits in color).
  • Added performance stress-tests.
  • Direct3D9 shaders have been switched to row-major order matrices.
  • Correct detection of ATI R600 cards.
  • Workaround for Direct3D9 / ATI2 textures crash bug.
  • Fixed shadow bilinear sampling on R600.
  • Multiple selection of nodes in UnigineEditor (for cloning, deletion, transformations and export).
  • Export of mesh data from UnigineEditor.
  • Support of images in ComboBox.
  • Updated installation script (no more problems with binary version).

No vertex cache optimization (overlapped regions are colored by red):
Non-optimized mesh
After optimization:
Optimized mesh
Thus we get less overdraw after optimization.

Now there are the following shader presets available:

Shaders preset Features
High Soft shadows for all light sources
Medium No soft shadows
Low No bilinear filtration of shadows on ATI cards; water has only 2 normalmaps instead of 4; no foam for water; no shadows for water; no volumetric interaction of particles; no shadows of particles; ambient occlusion shader makes 2 times less samples; no soft interaction of omni and projected volumetric objects

By the way, there is very bad situation with biases on R600 / Direct3D10, their values are abnormally low. We are waiting for a responce from AMD drivers team now, hope this bug being fixed very soon.

PS: Only 3 weeks left to license current version of Unigine at very low prices (before 29th February).