my game looks good but wont perform well on low end systems(my game uses hdrp)
i hope to solve the problem with a render pipeline that is lightweight but compatible with the HDRP, anyone have one?
any help appreciated.
I doubt it exists. The closest is likely to be URP.
Does not exist, unity aims to make URP & HDRP more compatible in the future so you can run one project with both, but i doubt it’ll be a painless process.
Your best shot is using the best of HDRP, use the profiler, use upscaling, if possible use fully baked lighting. (You can make it so your game has 2 executables, one fully baked, the other mixed) baked is for low-end. Of course this will also be painful as you’ll have to use the lightmapper, fully baked means you need more texels. And you’ll need proper lightmaps UVs, etc.
If you profile and adjust as needed, you can go pretty far with HDRP.
thanks bro completley forgor all about that
Thanks
This could improve HDRP Performance, of course the result might be varied depend on the device hardware specs
- use deferred shading
- disable SSR
- disable SSGI
- disable volumetric cloud
- disable volumetric fog or at least if you need it reduce the quality by using low depth resolution (lower than 10), and low samples between 24-64
- for physical sky don’t use realtime update mode, but use on demand. Or if you can maybe avoid using PBSky
except deferred shading i found all above relatively expensive on gpu