Hello all
Just want to share a preview of my upcoming interior (ArchVizPRO Interior Vol.2). Actually it is in approval status.
It uses Precomputed Realtime GI and Directional Specular, and you can switch from different environments in realtime. Also you can turn on/off lights by clicking them.
I was a bit surprised there was no directional light in Vol. 1. So it is kind of hard to change the mood or time of day in that scene. I’m really looking forward to this one. This is easily one of the best scenes I’ve seen in Unity.
And the best part is you’re using the default Unity image effects. So anyone buying this can instantly make it look better by using better image effects from the asset store.
In fact, this vol 2 and your volume 1 have changed the way i view the potential of Unity 5.
Wow.
I built an OSX standalone for my macbook pro 2011. It’s 1.09 gigs.
It looks great, but it’s sluggish/slow/stutters.
Are the lights already baked in the asset we buy?
If yes, are they AVP_LOW?
If they aren’t already baked, would baking them as Low or High improve the FPS?
What other ways can one improve the frame rate?
Are their methods to reduce the final build size, as 1.09 gigs is quite large.
I’ll guess, reduce the texture sizes, but will that make a big difference?
Yes, i just asked alot of questions.
I’ll guess there are other developers and artists that might have the same questions.
You may want to add a more comprehensive faq or instructions in the asset download, or on your website.
The lights are not baked. They are using precomputed realtime GI as noted in the asset description. If you make no changes to the lights at runtime I think this should be fairly inexpensive performance wise, but you can try using baked GI instead if you want. You’ll lose the ability to switch lighting setups at runtime though. I don’t know what AVP_LOW means.
I suspect image effects to be the main cause of low framerate in this scene. In volume 1 I went from 70 fps to 2000 fps turning off all the image effects, and the planar reflections on the floor. This of course depends on your system. You may be bottlenecked in other places. Experiment and see. Learn to use the Profiler (Unity - Manual: Profiler overview)
Textures are probably one of the main reasons why the build size is fairly large. You can however see exactly what goes into the build by looking at the build log (Unity - Manual: Reducing the file size of your build)
I’m curious. Why did you buy this asset? You don’t seem very familiar with Unity. All these answers can be found in the Unity manual or through basic knowledge of Unity. I don’t mean to be rude, I’m just interested in hearing what your goals or intentions are with this asset as I’m considering making some assets myself in the near future.
I bought the asset because the screenshots and video looked fantastic and groundbreaking, compared to alot of other assets i’ve seen and bought on the asset store.
Twiik: You don’t seem very familiar with Unity.
There are alot of things i don’t know about Unity.
There are some things i do know about Unity, realtime interactive 3d and VR, including some ideas around their massive implications for entertainment, education, society, health and business.
Technical skills are very important.
However, they are one of a group of important skillsets and sensibilities that comprise the complex and expanding ecosystem that Unity is part of.
Heh, I agree with you there. I bought volume 1 just because it looked so fantastic. Volume 2 looks mind blowing.
Anyway, the fastest way to get a feel for what affects performance is to run the scene in the editor with the Profiler running (and the stats window open if you just want some quick performance numbers). Then you can select the active camera in the hierarchy and turn on/off each individual image effect on there. This will give you an idea of what they contribute towards the final image and you’ll see how they affect performance as well. Then you can start fine tuning the settings of each image effect.
You can check things like shadow distance, shadow quality etc. in the quality settings as well to see how they affect performance. And lastly you can try turning off objects in the scene to see if that affects performance. But that will probably cause the lighting to have to be computed again which may take a while. You can also reduce the texture size globally in the quality settings to see if that impacts performance.
And if Argenzio is using planar reflections in this scene like in Volume 1 that’s a major performance hit. But I haven’t bought this asset yet so I don’t know.
Only diid a fast drive by thru vol 1, and was enthralled.
It was more taxing on my macbook pro than vol 2.
Vol 2, and it’s lighting change buttons, and different feel of the space, i found to be very captivating.
Frankly, and as i wrote before, vol 1 and vol 2 opened my eyes to a side of Unity 5 that i didn’ t know existed.
Thanks shwa, Twiik and all !
Your compliments are the best reward.
About shwa questions TwiiK couldn’t have answered you better.
For PERFORMANCE disable image effect.
In order disable: Vignette, Noise and grain, Depth Of Field, Bloom, Screen Space Occlusion, Color Correction, Tonemapping, Antialias
About LIGHT yes it is Realtime Precomputed, and the defaul settings is AVP_LOW.
I am not sure that reduce quality will brings up performances.
TEXTURES are high resolution and as you can see the build is very big.
You can safely reduce half size on most of them.