If you go for Unity and Biomes, as you wrote in your article, please do support Vegetation Studio Pro. Your work is awesome, can't wait to see it on the store.
Great breakdown of the process and optimization, thanks for sharing.
This article just not only provides great tools for level design. It's also useful vocabulary to express ideas with our team. https://xbeasts.blogspot.com/2018/12/Remove-Wall-Decals.html
A couple of days ago, a group called HDR Gaming Interest Group hosted a workshop in Vancouver that united a number of biggest game dev companies including Unity, Epic Games, Ubisoft, and others to discuss best practice recommendations to optimize HDR gaming content. What was the goal here? Pretty simple, actually: improve consumer gaming experiences in HDR.
Here are the companies that joined the initiative:
- Activision Publishing, Inc.
- ASUSTek Computer Inc.
- CAPCOM Co., Ltd.
- Electronic Arts
- Epic Games
- HP Inc.
- Koninklijke Philips N.V.
- LG Electronics, Inc.
- Microsoft Corporation
- Panasonic Corporation
- SAMSUNG ELECTRONICS Co., Ltd.
- Sony Interactive Entertainment
- Sony Visual Products
- SQUARE ENIX CO., LTD.
- Toshiba Visual Solutions Corporation
- Vicarious Visions
- VIZIO, Inc.
- WB Games
The full document with the best practice recommendations can be found here. Here are the guiding principles suggested during the workshop:
1. Acknowledge difference
There is a wide variance in how HDR content is processed in HDR displays, and the assumption that “displays perform exactly the same” cannot be taken. Each display’s HDR capability should be utilized to the full extent.
2. Consistent and fair gameplay
Game design creative intent (e.g. a zombie appearing from the dark, an enemy shooter silhouetted in blinding light) needs to appear the same for consistent game playability, regardless of display performance difference.
3. Forward compatible
The existing HDR game experience should not be deteriorated, but stable or even enhanced with the improvement of future HDR display performance.
4. Easy to use and practical for developers and consumers
Practical and easy-to-use means must be prepared for game developers and consumers. For example, any processing should not consume resources that may affect real-time processing, and complicated manual setup operations (e.g. in-game calibration) should be avoided.