These are the FPS in an completely empty scene inside a build.
In the editor, the max I can get is ~65fps.
Why?
I played with the default settings, quality settings, disabling different features of the HDRP but the result won’t change.
Based on such low numbers in an empty scene, it is almost impossible to use the unity recoder in scenes with actual content inside them.
Any idea what causes such low FPS in an empty scene?
Turning off PostProcessing didn’t help much, just 1-2 fps more.
The “Stats” inside the GameView show the same fps, like the profiler does - the numbers from the screenshot are from the “LiteFPS Counter” Asset, which always was pretty much on point with the numbers in previous tests.
Could you share how many FPS you get in an empty scene? ^^
Also if someone can explain this, please do so, I have absolutely no clue whats going on.
Fps should be ~3000 (running on my 3070), not ~65.
And as it is above 60, there is no limit, sometimes it reaches 72 for a few frames, then falls back to 65.
Yea but deep profiling won’t run in an release build, right? And ~230fps in release build is far too low for an 100% empty scene (except direcitonal light, camera and the UI with the fps counter)
As said, it should be around 3000 fps.
Turning off Deep Profiling, still does not increase the recording performance. (I think it doesn’t affect the performance at all when the profiler is closed?)
The problem with an “empty” scene is that you’re still rendering lighting and shadow in an infinite space too.
If you’re using HDRP, the scale of this lighting in real-world units is all computed in real-time as well, hence generally the baseline of HDRP is much higher because of these additional operations.
It’s important to understand that the HDRP asset will compute everything that is enabled. so if you have all of your post-processes, depth checks etc they’re all still computed
The HD camera costs around 1ms by default.
it’s also important to note that most of these processes are CPU based instructions so your GPU wouldn’t even matter in this case as it’ll likely be rendering the empty scene in 1ms anyway.
the 1000+ FPS isn’t much of a thing anymore because the package scripts more often than not assign 1000 hertz on the CPU (1ms) this will basically make the editor run between 2/3ms with everything else added on a build this should be much lower.
profiling has a cost and Deep profiling is expensive because of the script checking.
This in turns means that HDRP should be running ~200fps at stock and 300-400fps with most processes turned off that aren’t being used to render an empty scene.
by comparison, a live projects empty scene with a tuned HDRP asset and project settings. You’ll see that there isn’t all that much difference
I’m sorry to hear.
You are able to write performance benchmarks on the editors themselves using
Unity Test Framework
This would enable you to tests performance differences between large editor versions like 2019.4 and 2020.3.
This is especially helpful when making large project jumps to validate its worth.
There is another method but it sadly escapes me.
Regarding 2019.4 - 2020.3, some specific unity HDRP differences may affect the performance, the incremental holds for example, but it shouldn’t be too fundamental.
Maybe it’s worth creating repros and report it if the engine versions you’re experiencing are grossly different.
Question: did you guys try to remove the sky?
if i have my editor open on my 4k windows setup, then scene view / game view is nearly 2560x1440 fullscreen.
if i have a nice cube map sky sphere running, i am at 6ms for “nothing else” (not even a directional light), to my surprise doesnt matter if forward or deferred rendering.
if i choose the simpler default sky “material”, it gets to aprox 5ms, but if i set the sky to NONE, then i am at 2ms (which is still quite slow).
all this with unity 202.3.11f1 LTS
so, basically what i believe happens is this: rendering on all pixels, takes time. we can see in the profiler that it waits 3-4ms on the semaphore to finish rendering. so filling all pixels atleast once, with whatever shader (here the skybox) takes time.
if i set it to none, then add my game with terrain, foliage, opaque objects, i have barely a few hundred pixels rendered by the sky cube map. so now if i switch it on or off the difference is barely a quarter ms at most.
so if you want to measure what unity engine is doing in an empty scene, like checking setups and configurations, use black screen (NONE sky). if you want to measure basic overhead of rendering pxiels, like MSAA on or off or ANISTROPIC forced, then you can see the results already with the sky
What you see in a build is appropriate for this render pipeline. HDRP is designed to scale to very large scenes but the way it achieves that results in very high overhead. An empty scene will perform far worse for it than built-in or URP but when you scale up to that very large scene it will perform better.
Concerning the editor my first thought is that you’re being held back by that CPU. A 5820K was seven years old at the original thread date (eight now). A budget processor (5600X) from 2020 is easily 67% faster (PassMark) with newer budget models (i5-13400) being almost double. A top of the line (i9-13900K) is around 2.5x.
On my system (5950X w/ 3070 @ 1440p) the editor (2021.3.6) has the same performance that you see in a build.
Alot of good points here, but the main thing is…its an empty scene. You cant judge anything by an empty scene. The engine is used to create games and other content, not build empty scenes. Why are you doing this test in the first place?
Your testing the waters before working with HDRP, or your really worried about the fps/ms performance of HDRP. The only way to test that is to build a scene, and see how it performs/works. Also, its posted all over the forums and widely known, newer/latest releases of Unity are not the best versions to use. 2019 LTS is what i and most devs use, for many reasons.
Its more solid/stable. The other big thing is compatability with assets. 2019 LTS supports 90% of store assets, but the newer assets are mostly for 2020+. So if you use a 2020+ version, you cant use most (some work) older assets (2017 - 2019), but you can use the limited newer assets.
HDRP is a great SRP, things change as you build your project, and you adjust/optimize it just like BuiltIn, URP, or any other engine.
This was more than one year ago and as mentioned, I couldn’t play the game with the recorder running, it was lagging too much. So I checked if I have to remove things (meshes, shaders, lights) and therefore checked the performance in an empty scene.
Even adding just some objects (terrain + few meshes) to the scene would shrink the performance so drastically that the recorder cannot be used without lag.
At the end, we just bought the “Fullscreen Editor” Asset and recorded our trailer footage with OBS and in the Build with NVidia Shadowplay.
Also I made a video about all the optimisations and workflows we discovered for this game:
Everything you do in this video is exactly what i do, and even more (no joke). I also pre-optimize every asset as they are added. Ill take say a tree, and optmize the model, textures, material, and shaders. I also prefab everything, easier to make one change to a root object, and have all of them in scene update the change at once.
Ive used SECTR on many projects, for years. The main point is for any large open world games, you MUST use a terrain chunk streaming solution, as Occlusion Culling is useless. Camera settings is another big thing you didnt touch on, as i find many newer users forget that what the camera sees is what it will render (per near/far plane, etc. settings). A simple mistake, but a costly one with performance. The camera only renders what you tell it to…
Nope, this needs testing. But it did run fine on my dad’s PC which doesn’t have the greatest graphics card, nor any gaming CPU. I don’t know any specifics.
Or do you mean the hardware of my PC to make the game? GPU was very important here, it lagged a lot with the 980Ti, then I bought a RTX3070 and all Scene View Navigation Issues basically disappeared.
Not sure if I should start a new thread or not but I’ll tack it on here
I’m sorta finished my last major game, With this running in the editor 1620p I get 80-100fps standard pipeline (can be 1000s of objects rendered)
Same PC, I start a new project blank canvas from the template. Just has Sun & Sky and Fog Volume but nothing rendered FPS = 24.
OK thats a non starter, haha.
So I disable Sky & Fog Volume. Performance is a lot better at ~150fps
I realize with HDRP theres gonna be some fixed overhead per frame, thus performance should NOT start dropping off rapidly when I start adding stuff, but still is it reasonable like only ~20% lose of performance compared to standard pipeline, or is it that HDRP is still only really aimed at ppl with high end graphics hardware, mine like medium (nvidia 1650 ~4 Tflops )