Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Obi 5.6 is out
#1
InformaciĆ³n 
Hi there,

Obi 5.6 has been released on the store. Here's the change list:

Quote:## [5.6]

### Added
- Faster SDF generation.
- New sample scenes.
- Particle blending mode for fluid renderer.

### Fixed
- 'Undefined identifier sampler2D_half/float' in fluid renderer shaders in URP under D3D11.
- Bug that causes out of bounds access when dinamically adding/removing colliders at runtime.
- Bug that caused dead particles to be considered for collision detection under some cirumstances.
- Different behavior of skin constraint compliance for Burst and Oni backends. Now both behave like the Burst backend did in 5.5.
- Bug that prevented stitch constraints from working first time they were enabled.
- Offset in particle selection brush on high density screens.

### Changed
- Constraint batches of multiple actors are now merged together. This greatly reduces the amount of dispatched jobs and improves performance on both backends.
- Colliders no longer have a "use distance fields" boolean value, they will always use the SDF as long as they have one.

Most changes are fixes for bugs introduced in 5.5 with the Burst backend, as well as performance improvements in some areas. There's one important change when it comes to constraints though:

Quote:- Constraint batches of multiple actors are now merged together. This greatly reduces the amount of dispatched jobs and improves performance on both backends.

Batches from different actors are now merged together for more efficient multithreading (specially in the Burst backend). This affects the way constraint scripting works, so if you have custom constraint code you'll need to update it. See:
http://obi.virtualmethodstudio.com/tutor...aints.html

Good news is that thanks to this change the performance gap between the Burst backend and the Oni backend has been greatly reduced, Burst now even outperforms Oni in some cases.

We've also updated the API documentation, giving more love to central components/classes such as ObiActor, ObiSolver, etc:
http://obi.virtualmethodstudio.com/api.html
Reply