Hello,
I’m working on the new version of my tennis game using Unity 2019.1.14f1 + HDRP 5.16.1 .
And I just compared the performances with my previous tennis game, in 2 nearly identical views, using Unity 5.6.7.
On the top right of the screenshots, I’m checking the GPU usage is ~100% ; on the bottom right, you can see the CPU usage.
My rig : Widnows 10 + Intel I7@4.6ghz + 32GB + NVidia GTX 1060 6GB at 1920x1200, with the latest NVidia drivers.
Only post processing effects in both games for the test were exposition & bloom.
In build, simple scene, no shadow ; 165 vs 590 fps, HDRP is ~250% slower :
In build, complex scene, even the crowd has shadow ; 125 vs 315 fps, HDRP is ~150% slower :
Note : each crowd mesh includes dozen of people, not only one.
The legacy game uses the deferred path, because the forward path was much slower with the stadium shadows.
The new game uses the forward path, because the doc states it’s faster ; although I tried the deferred path and the performances seemed similar.
Both games use realtime GI + linear color space.
Both games use reflection probes. The new one uses 5 instead of 1, but after checking, it doesn’t change noticeably the performance.
Here the stats from the editor for each screenshot, top left is HDRP Simple, bottom right is Legacy Complex :
The new games use materials for the stadium instead of composed textures, and thus there are more draw calls, although nothing crazy (any good PC rig can handle thousands of these).
Note : the stats with in Unity 2019.1 seem bugged, as the tris & verts counters count only the skinned meshes ; disabling anything else doesn’t change them. Even the shadow casters wrongly says 0 for the complex scene as the shadows were on.
So anyone would have any idea what’s going on ? Are there obvious mistakes that could create such a performance hit ?
Thanks in advance for any tip !