Is Bakery worth choosing an inferior GPU over?
Hi everyone, I know this is kind of a meta post but I need some opinions on this.
It's time for a GPU upgrade from my old, trusty R9 380. I have pretty much narrowed down to an AMD 9070XT vs. an Nvidia RTX 5070. I can only buy from a regional e-shop platform (a.k.a. no Amazon, no used for warranty reasons) and the 9070XT is only slightly more expensive, but considerably more powerful.
Regarding the cards, all my research indicates that the 9070XT is basically a no-brainer for this price while still in my budget.
For some background, I'm not a beginner in Unity but lighting is something I have mostly touched the surface of. I understand the concepts, but haven't had the need to work on it extensively enough to have a fully-formed opinion. The game I'm working on is my first commercial noscript, already going on 1 year and slowly entering production, so lighting is becoming a consideration. It's a survival horror game that is aiming for a graphical quality similar to Tormented Souls - not AAA, but atmosphere via lighting will play an important role. Development is in Unity 6 under the HDRP pipeline, and I plan to release on PC for now (mobile will not be considered at all).
What I'm trying to determine is whether Bakery is a strong enough point to turn down a more powerful GPU. From the research I've already done, it's mostly people saying "just buy it bro lol" and refusing to elaborate further. So I'm creating this post to hopefully drill down a bit and see exactly what I'm missing on a practical level (I've read the Bakery docs/feature list) and if my lighting knowledge is missing some requirements, as I don't yet know how much I will be using baked over realtime lighting.
So, based on all that and the fact that I'm in the most recent version of Unity: is there a difference in potential quality so big, that players can immediately tell? Does Bakery offer capabilities that the built-in lightmapper can't even achieve, even with some elbow grease? Or is it mostly productivity gains due to faster iterations? Would these gains be enough that they couldn't be offset by a more powerful AMD GPU with +4 GB of VRAM?
I'd love a more nuanced, objective analysis. Unfortunately, I'm just a solo dev funding the project out of my own pocket, so I don't have the luxury of buying multiple PCs/cards or splurging on very expensive Nvidia GPUs like the 5070Ti (\~1000 Euros) that will solve both problems. GPU availability is also limited here - 4000 series is nowhere to be seen. And I know I'm asking for too much, but I would also like to catch up on modern games a bit along with pushing my game forward. Thank you!
https://redd.it/1pw2c5e
@r_Unity3D
Hi everyone, I know this is kind of a meta post but I need some opinions on this.
It's time for a GPU upgrade from my old, trusty R9 380. I have pretty much narrowed down to an AMD 9070XT vs. an Nvidia RTX 5070. I can only buy from a regional e-shop platform (a.k.a. no Amazon, no used for warranty reasons) and the 9070XT is only slightly more expensive, but considerably more powerful.
Regarding the cards, all my research indicates that the 9070XT is basically a no-brainer for this price while still in my budget.
For some background, I'm not a beginner in Unity but lighting is something I have mostly touched the surface of. I understand the concepts, but haven't had the need to work on it extensively enough to have a fully-formed opinion. The game I'm working on is my first commercial noscript, already going on 1 year and slowly entering production, so lighting is becoming a consideration. It's a survival horror game that is aiming for a graphical quality similar to Tormented Souls - not AAA, but atmosphere via lighting will play an important role. Development is in Unity 6 under the HDRP pipeline, and I plan to release on PC for now (mobile will not be considered at all).
What I'm trying to determine is whether Bakery is a strong enough point to turn down a more powerful GPU. From the research I've already done, it's mostly people saying "just buy it bro lol" and refusing to elaborate further. So I'm creating this post to hopefully drill down a bit and see exactly what I'm missing on a practical level (I've read the Bakery docs/feature list) and if my lighting knowledge is missing some requirements, as I don't yet know how much I will be using baked over realtime lighting.
So, based on all that and the fact that I'm in the most recent version of Unity: is there a difference in potential quality so big, that players can immediately tell? Does Bakery offer capabilities that the built-in lightmapper can't even achieve, even with some elbow grease? Or is it mostly productivity gains due to faster iterations? Would these gains be enough that they couldn't be offset by a more powerful AMD GPU with +4 GB of VRAM?
I'd love a more nuanced, objective analysis. Unfortunately, I'm just a solo dev funding the project out of my own pocket, so I don't have the luxury of buying multiple PCs/cards or splurging on very expensive Nvidia GPUs like the 5070Ti (\~1000 Euros) that will solve both problems. GPU availability is also limited here - 4000 series is nowhere to be seen. And I know I'm asking for too much, but I would also like to catch up on modern games a bit along with pushing my game forward. Thank you!
https://redd.it/1pw2c5e
@r_Unity3D
Reddit
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Took me 3 days to complete the simple Inventory system.
After 3 days of struggle, I finally finished the simple Inventory system in 2D. Didn't think it would be this hard to make a simple working inventory system. Cant imagine the complexity in making multiple inventories that interact with each other.
Still have more to add like drop items. But I'm happy with the Progess :)
If anyone is interested here is the Github link : https://github.com/Jeyachandran-K/Inventory\_System
https://redd.it/1pw87is
@r_Unity3D
After 3 days of struggle, I finally finished the simple Inventory system in 2D. Didn't think it would be this hard to make a simple working inventory system. Cant imagine the complexity in making multiple inventories that interact with each other.
Still have more to add like drop items. But I'm happy with the Progess :)
If anyone is interested here is the Github link : https://github.com/Jeyachandran-K/Inventory\_System
https://redd.it/1pw87is
@r_Unity3D
GitHub
GitHub - Jeyachandran-K/Inventory_System: Implementing a basic inventory system
Implementing a basic inventory system. Contribute to Jeyachandran-K/Inventory_System development by creating an account on GitHub.
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Let's reflect this year! Share your stories in comments, how your games' development went this year? (+ promised book update)
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Looking for an in-depth guide for Easy Save 3
I bought Easy Save 3 recently and I am having trouble integrating with my project. I used the Auto Save Function in the quick guide they give, but it isn't working. Anyone know if there are detailed tutorials about it?
https://redd.it/1pwgg3f
@r_Unity3D
I bought Easy Save 3 recently and I am having trouble integrating with my project. I used the Auto Save Function in the quick guide they give, but it isn't working. Anyone know if there are detailed tutorials about it?
https://redd.it/1pwgg3f
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Reddit
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Effectively Instantiate and Destroy gameobjects?
So, I am working on a 2d side scroller game like burrito bison. Currently I am having the ground prefab removed and created when player reaches a certain distance, but there is a huge spike in performance and I can see the jittering. Abit more details about it.. Its a pixel art game with resolution 640 x 360 and I have tried with upcapping the FPS, but that didn't worked either.
One solution I can think of is using object pooling technique (which I most likely would) but what I wanted to know is how some games handle destroying/creating new game objects or enemies? Like how is it done in vampire survivor or like platformer games?
If anyone can help me understand this it would be huge help. Thanks
Edit:
https://preview.redd.it/ixr8agpvpn9g1.png?width=439&format=png&auto=webp&s=797c4acf2babbb7a2c76e1d434f0eb014a4ae8cd
https://preview.redd.it/li8yvapypn9g1.png?width=450&format=png&auto=webp&s=f0a8662e977d012c39ed003dd2ef7981e2b18408
https://redd.it/1pwlcao
@r_Unity3D
So, I am working on a 2d side scroller game like burrito bison. Currently I am having the ground prefab removed and created when player reaches a certain distance, but there is a huge spike in performance and I can see the jittering. Abit more details about it.. Its a pixel art game with resolution 640 x 360 and I have tried with upcapping the FPS, but that didn't worked either.
One solution I can think of is using object pooling technique (which I most likely would) but what I wanted to know is how some games handle destroying/creating new game objects or enemies? Like how is it done in vampire survivor or like platformer games?
If anyone can help me understand this it would be huge help. Thanks
Edit:
https://preview.redd.it/ixr8agpvpn9g1.png?width=439&format=png&auto=webp&s=797c4acf2babbb7a2c76e1d434f0eb014a4ae8cd
https://preview.redd.it/li8yvapypn9g1.png?width=450&format=png&auto=webp&s=f0a8662e977d012c39ed003dd2ef7981e2b18408
https://redd.it/1pwlcao
@r_Unity3D
I'm having an issue where I'm trying to activate 3 duplicates of the same animator but only one of them seams to trigger. Is this an issue with my code or can you not duplicate animator controllers this way?
https://redd.it/1pwiuwm
@r_Unity3D
https://redd.it/1pwiuwm
@r_Unity3D
Reddit
From the Unity3D community on Reddit: I'm having an issue where I'm trying to activate 3 duplicates of the same animator but only…
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