These and other updates are available now. Let’s look through them.
We have completely revamped asynchronous data streaming system taking the advantages of multithreading to reduce spikes caused by loading of graphic resources. Geometry and texture streaming is performed in a separate thread. Streaming system uses texture cache composed of minimized copies generated for all textures with user-defined resolution. These copies are used instead of the originals while they are loaded.
We optimized work with shadows — the Cached Shadows feature enabling you to replace dynamic shadows and use baked ones for everything static, thus reducing load and significantly improving performance. It’s especially useful while working with complex geometry with lots of polygons.
Find out other shadows rendering improvements in our development blog.
In this release we added even more features making it possible to create true-to-life outdoor environments delivering a highly immersive experience.
We added a pack of features to work with reflections. They improve the total look of the scene and give more flexibility in reflections control.
Other Editor improvements description are available in our development blog.
The IG (Image Generator) Application template, our plug-n-play component for professional distributed simulation systems, continues to grow and build up its functionality. We improved overall performance, extended the use of multithreading, expanded the list of supported communication protocols (added Distributed Interactive Simulation (DIS). These and other optimizations and improvements are already available.
You can find the full list of improvements and more detailed overview of all UNIGINE 2.8 SDK features in our development blog.
If you are still not UNIGINE user for some reason, get UNIGINE SDK right now and start create something amazing!