![]() ![]() It does seem like a lost opportunity (as might lack of a XESS option). There are some resources available for integrating FSR2 on Unity on GPU open, but it's not as easy in editor like FSR1 was with some check boxes. FSR1 is still useful on hardware that can't handle the overhead of temporal upscalers. I can appreciate that you need more time to do stabilisation testing before stamping the engine as LTS, but I would rather have less features and a tighter annual cycle to each new LTS, not 18 months.Ĭlick to expand.I'm guessing you're not talking about 1.XX updates for FSR - although I believe Unity might be lagging on that a tad (1.1 is a version increment, but I'm not sure Unity was on the latest 1.0X before that though). We’ll be getting 2023 LTS at the end of 2024, just before it turns 2025. It’s as though the LTS has lost significance now, this is such a long time to wait and will make us consider using a tech stream, back to how things used to be years ago before the LTS was introduced with a higher potential to encounter major issues.Īlso, with this change the naming convention has now even more confusing. So for us this new change to the release schedule is simply adding another 7-8 months we now have to wait to get access to the next major engine upgrade. The entire point of having a verified and stable LTS as previously explained by Unity is wait to use it if you don’t want to be exposed to shifting features, api’s and unexpected bugs. The blog mentions that by making 2023.3 a tech stream it gets it into our hands sooner, that is only the case if a dev is willing to gamble with using a tech stream and the issues that have historically gone along with that. ![]()
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