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SHADERFORGE LITE ( Work Space Slowdown Improvements ) Disable Completly All Every Previews & Feedback Functions in Nodes

DAVID COOPER vor 10 Jahren 0
Hello There !

Here at Alunbra Studio We been ( Trying ) to develop a Commercial Set of Physical Based Fx Shaders Just With SHaderForge ... And we Are reaching to a Kind of Node Pipeline Complexity That Makes Shaderforge To Push Unity Interface Fragility to its limits ... So Basically SHaderforge Powers Make Unity interface Completely Unresponsive with a big ( Giant ) Amount of Nodes Pipelined as much as we need to work this massive multishaders out ...



We are Aware that Using Too many Nodes does Afect Shader Optimization ( So we are Hopping Soon or latter Shaderforge Implements Unity 5 Full STatic (On/Off) Conditionals ) So users use in "just one shader" that Compiles As much features they want or need to check (on/off) .... And we are actually Counting on that ( on/off STatic Compiling ) feature to enable us to actually release this shaderset commercially latter ... which we plan to do hopefully sooner after Unity 5 Release ...

In the Wile We Are enjoying to take Shaderforge to its maximum extents ... ( its incredible what one can do with it .. seams there is no limits ! Shaderforge limits for us are only the massive interface slowdowns .. ) and we are reaaly ( realy ) needing some kind of "possible" Sooner Optimizations to SHaderforge Interface ( Something that allow us to pipeline as many nodes as in Unreal 4 "at least" ... )  And in spite that we know its not a easy Task ( Unity Interface Rendering Methods themselfs sure dont help at all ) ... 

But ( realistically to unity ) We been Comparing Shaderforge to Other Free Nodebased Solutions as ( STrumphy SHader Editor http://goo.gl/oR20L2 ) and ( ShaderFusion http://goo.gl/Vu2hDb )

And we notice that because of Shaderforge has in every node some sort of feedback & Preview ( be that in the Mat count / on the Colors / on the Mix of Nodes Rendering ) Beside the Preview Window Itself ( all this Positive Feedback elements & Visual high Candies ) make the Editor Completely Unresponsive ...  to a unbearable degree when we start to pipeline hundred nodes ( In comparative to Strumphy and Shaderfusion That As dont have any kind of previews or feedback in nodes whatsoever therefore Acept gladly Very Large Hundreds of nodes up to millions ... )

After many studies and avails on this situation ... ( And one of our members ( my wife ) already contacted SHaderforge author about this ... )  ... Sorry to push it twice and more officially here ... 

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But we have some more Ideas on this subject 
( More easy to do ideas on how to Contour This kind of bottlenecks... )

And this are Some new Ideas that we want to Sum here in 1 or 2 requests :

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1)

Is it possible to Have a Check box in Main SHaderforge Interface ... to Completely Radically Disable all kinds of Feedbacks and previews ? ( To disable Even more than the existing "Auto update node previews" ) Like disable completely All Math Feedback / Colors Feedback / Materials Feedback / Even Nodes Bitmaps or highlights ... 

As Example This is the Simplistic ( and fast ) Shaderfusion ...
Maybe A option to go back to the simplicity Roots Would do good to shaderforge and to us all ? ^^



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2)

Or Instead of touching At all in Existing Interface There is maybe a Easier way like :

- Is it Possible to Supply a Secondary "Lite" Interface Just for Massive gigantic nodes Pipeline As much as Strumphy can or more ... This Secondary Alternative Lite Interface Just with the most basic Nodes Pipe With Just zoom And Without whatsoever Gadgets and High candies or highlights or whatsoever previews or feedback at all ? Just with The Nodes Library and a Compile Button And nothing ( even highlights ).. Just imagine..  A clean lite ( ultra responsive ) Secondary Alternative interface with just the basics nothing more : Maybe this way would be a lot more easy to do from Root Fast Optimizations tru a new lite interface Instead of touching the massive existing one ?

This is a Strumphy SHader Interface ...
There We can complicate as much we want and there's no visible slow downs ...



We think this Secondary "lite" interface For massive Nodes Pipelining Would be a Amazing "faster" way to deal with this Slow down Problem that we are sure it plages Many Inocent users around ...

Sory to Mention and comparing solutions.
We hope this is dealed some day sooner somewhow.

Thank you So much for listening.

Have some nice and productive Weeks there.

Best Regards.

DAVID COOPER     
ALUNBRA GAMES