Hello friends 
I’m working on a game with medium level graphics - it’s not for mobile, so I would like to have nice effects and deferred lighting, however since the project is low poly, I’d like to have support for lower ended PC’s.
From the looks of it, Lightweight is focused on mobile, while HD is focused on high end pc’s and modern consoles. Is there any middle ground?
Or is the idea, since the pipeline is no longer a “black box”, for us to rip out anything we don’t need from the HD pipeline, creating our own middleground? Or is the idea to just use the current unity “built in” systems?
Thanks a bunch!
Josh
I believe the end goal is for the HD pipeline to have quite a bit of range, but understand that both the LW and HD pipelines aren’t really ready for use (also the LW is forward only).
You should probably stick with the built in deferred pipeline.
Hi,
If you ship this year, I will recommend to use builtin pipeline.
I believe the end goal is for the HD pipeline to have quite a bit of range
?
HD require (efficient) compute shader capable platform (DX11 level and above), which discard various platform.
Or is the idea, since the pipeline is no longer a “black box”, for us to rip out anything we don’t need from the HDpipeline
Removing or not using feature from HD will not remove the need of compute shader support (Which any GPU should support nowadays) as we use compute shader for lighting.
The middle ground is indeed to use builtin pipeline currently.
hope that help
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