Is HDRP viable for making a game ?

Hi,

I just noticed that in an absolutely empty scene without any volume effects i get 19ms load and when activate the sponza scene goes up to 30 - 40ms !!!

Am i doing something very wrong ? Using a 1050GTX GPU where same scene in URP take 5-10ms.

With empty scene taking what whole huge scene take in URP or SRP, this is hardly suitable for a game unless is targeting a 10000$ machine with 3-4 GPUs to run.

And this is before add any image effects, with image effects would go to 50ms just for visuals in a simple scene like sponza. In a bigger world i cant tell how would be possible to run at all.

Is there any way to optimize this ?

Thanks



Your CPU is taking 19 ms not your gpu. And a 1050 is ancient at this point anyways

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The short answer, very much yes.

However, I highly recommend you to study up on how the rendering capacity of HDRP differs from other pipelines.

A few takeaway notes get you started.

-Being a hybrid renderer, different “styles” of rendering technics can be mixed and matched.
Example, standard raster rending with a mix of some raytracing.

  • HDRP has upfront costs.
    Empty scenes will mean nothing to compare with other pipelines as they don’t have the features running upfront or in memory like HDRP does.

We made a post here a little while ago on this topic where we showed you can in fact run HDRP at ~400-500 FPS like you would the other pipelines.
(We also recommend to stop measuring in FPS and switch to MS)

There is also fantastic coverage from Unity on the entire pipeline to study and put into practice, I highly advise visiting and re-visiting these frequently.

Video
E-book

We had also revisited the Sponza scene a few months ago, and our re-light, though I don’t have numbers here, was consistently above playable framerates on our cards and well within performance ms targets for 1070ti ,2070 and 3070ti cards we tested on.