Hi all
I want to share my performance comparison between HD RP and legacy :
Both are same in performance (color grading is a bit better in DH RP)
Hi all
I want to share my performance comparison between HD RP and legacy :
Both are same in performance (color grading is a bit better in DH RP)
Moved from experimental preview forums as performance comparisons are quite useless this early in development. Thanks for understanding and in future check stickies for what kind of feedback Unity is looking for in the experimental forum
Try crancking up lot of lights with shadows, add volumetric effects (hd comes with, with default you are looking for some asset store package), try to change something internally in the renderer and you’ll see wich one is better.
a lot of lights is not an useful thing in realtime games. We just needs 1 to 4 realtime lights in most game styles (creating distance based light culling needs just an simple script)
I will try more samples when i had some free time
I’m not enemy for HD RP. i just want to compare everything
Does the global fog stop working on HD RP?
Not sure about what game are you refering, modern games uses more than 1-4 lights.
Deferred, Clustered, Forward+ and the likes was a necesity cause games needed lots of dynamic lights. HD renderer can handle 1000s dynamic lights btw.
Yes. You can use Volume script instead (applied in screen shot)
Sun + Spot light+ Player car (all other has been baked in most games)
The HD RP is still in early stages, though. What you compare now might not be accurate anymore, when the HD RP is stable…
It’s stable now but it’s not complete (needs more shaders,terrain,grass,tree …)
HDRP is only in experimental/preview phase, it’s not released and it is not bug free (stable) and it is not compatible with a lot of hardware yet. It would be false to presume otherwise. In future, the shader graph and more shaders are coming. For now, it’s very much work in progress.
For a much more complete RP, check out the Lightweight. This perhaps will one day replace builtin for most people. It’s fast, it’s stable, has a shader graph and more features are being added over time.
Not all games uses that workflow, that is very specific to every game. You can find games with 0 dynamic lights and games with 100s dynamic of lights.
Stability can refer to both crashiness and API changes. I don’t think it’s quite there with either, and especially API rewrites could improve results a bit
The main problem in Lightweight or HDRP is that force us to leave a lot of shaders and image effects or tools :
Amplify Shader Editor
terrain shaders
Custom image effects
I think built-in pipeline must be available for lifetime (to support all projects from unity 1.x+)
I will try to test lights in the future
Sure, but it will lag behind in performance. HD uses compute, eventually Builtin won’t be able to keep up.
Builtin has the benefit of being able to work on everything without re-authoring which is nice for some people.
Well, this is interesting - however it’s not ditching anything IMO and is feedback that can help the team finetune something.
Now I can see in the HDRP more batches while showing 0 shadowcasters.
More batches could imply the pipeline uses more complex shaders that can be more difficult to batch which could be understood as HDRP standard shader adds more features. If HDRP goal is to look better well that’s a trade off you can expect. If Unity was able to get HDRP run at the same or better performance than builtin then this would be the unique reason to get involved in this change.
But 0 shadowcasters? I wonder if the scene is correctly configured or if it’s just a beta issue.
The statistics window was not stable during screenshots. the fps was between 21-33 on both pipeline
So batching might be random and it’s not too accurate
I just wanted to compare the approximate and show that both are almost the same
One user said before that HD RP is 3 times faster
Didn’t the amplify guys tell us (in their thread) that they are working on supporting the same system that the shader graph is built upon?
ASE is (I think) not one of the tools that will be replaced.
ASM is based on surface shaders. In new pipelines we can use only HLSL or Compute shaders
It’s not even beta. HDRP isn’t that far yet that Unity needs a barrage of performance tests. What they need are people using HD in a non-essential manner for now to point out bugs, workflow issues etc… When it is stable and actually in beta and not experimental (it’s all experimental workspace atm) then we can moan about perf and stuff. All things in good time cos half of it is missing.
Having said that, there isn’t much on PS4 pro that matches book of the dead visually, and (under load, ie being stressed by an actual game) it holds up at 30fps native res. Naturally that Unity demo avoids other stresses typical of a running game, but it’s a good start (right track).