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HDRP is the best graphics engine I have ever used, it’s as perfect as I could ask for.
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As mentioned, switching is not an automatic affair. This is not an important issue because HDRP is going to be on all mobiles before long and if more performance is required then the other pipeline is available.
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Tool for the job: the old built in renderer is a swiss army knife but that comes with the understanding that it doesn’t do everything particularly well.
Porting example:
So if you are on HDRP, and want to port it for a 4 year old android chipset then it would probably take your size of project (for one person it would be pretty small) about a week to clone the project and switch the pipeline and tidy up all the broken materials, change the light settings and setup any reflection probes.
Depending on initial project complexity, it probably won’t take all that long to do. In my own experiments it took a day. With that in mind you can see it would indeed be a bad decision for Unity to create a brand new high definition renderer with one-click hardware raytracing support and then drag it down with cruddy 4 year old mobile support, which would immediately slow HDRP down, while extending it’s dev times at least double, and prevent any new additions (because they don’t work with crap hardware).
They would end up with built-in renderer again…
A port taking even a month is not a big deal at the end of a project, in fact it’s extremely quick and if used to the process will take you a week at the most (obviously depending on scale).
I’ll take that condition in return for the stunning visuals HDRP is giving us in realtime + future proofing.
Parting thoughts:
I do think people are way, way, way underestimating what Universal/Default/New-built-in is capable of though. LWRP will eventually do more than the builtin renderer can and much faster than it, so that’s progress that cannot be ignored for titles that are planned to work on most things (with caveats for compute). So while it wouldn’t quite be the old built-in renderer, it would do some things quite well that’s supported on some hw but not others such as compute shader support, VFX, shader graph, DOTS-rendering and more. Things that built-in will never have by default.
People who want no porting problems and want to run on high AND low end hardware, you owe it to yourselves to be smart enough to look beyond what people are showing with LWRP (terrible, terrible name and wording - I’ve constantly mentioned to Unity it’s a bad idea to frame it as mobile and VR).
Look at the following titles which can be properly and perfectly achieved with “LWRP-due-to-be-renamed”:
Overwatch
World of Warcraft
Fortnite
God of War (new one, and would only need a couple of tweaks + GI support incoming…)
Bet that surprised, huh? Hardly mobile. But also, it requires a good understanding of the solutions AAA do employ, and a lot of it is just very much simple good art + correct application of the right tools for the job. Overwatch for example does not spawn a new light for every gunflash. It’s just bloom.