No chance of this having a totally seamless and automatic mode just like the GPU Resident Drawer right?
No. There are currently three main types of workflows with GPUI: using prefabs with the Prefab Manager, working with Unity terrains through the Detail and Tree Managers, and employing No-GameObject workflows via scripting. In the future, I may introduce additional managers and components to simplify different use cases. However, I do not plan to create a system as intrusive as completely replacing Unityās rendering system.
Hi, I heard GPUI Pro is not working in AMD Cards, is there going to be an update for it in the future?
Hi there,
I received a report from a user experiencing issues with an AMD GPU. Unfortunately, I havenāt had the chance to investigate it yet, as Iāve been traveling over the past few weeks and only had access to PCs with NVIDIA cards. Iāll be returning to the office next week and will prioritize checking this issue. Once I identify the cause, Iāll make the necessary updates.
Couple of questions:
- Ray tracing not supported - This just means the instanced objects arenāt added to the acceleration structure right?
- No culling when using HDRP dynamic resolution - will this be fixed?
- Is Unity 6 supported?
Yes, this means the instanced objects arenāt added to the acceleration structure. I will check for ray tracing support once Unity completes the implementation of the RayTracingAccelerationStructure.AddInstancesIndirect
method.
Occlusion culling relies on the depth texture of the previous frame to determine which objects to cull. When the resolution changes, the depth texture from the previous frame becomes unreliable. Iāve implemented precautions to prevent incorrect culling when the resolution changes, but I canāt guarantee it will always function correctly with dynamic resolution. Currently, occlusion culling works with HDRP dynamic resolution, but there may be instances where thereās one frame of incorrect culling during a resolution change. I will remove this limitation if and when Iām confident that it functions correctly after further testing.
Iāve made modifications to support changes in Unity 6 and conducted various tests before updates. However, since Unity 6 is still in Preview, it likely contains many bugs, and I canāt guarantee smooth functionality. Official support is provided only for LTS versions, and Unity 6 will be officially supported when the LTS version is released.
So occlusion culling will work fine with upscalers then, provided the resolution is constant? That is how Iāve currently implemented dynamic resolution anyway.
Hi there,
Before I make this purchase, (itās huge amount for me)
I need some practical advise, If or how this tool will be helpful,
and how much improvement should we expect in comparison of our current solution,
Project is an open world game for mobile platforms,
[Current Solution]
Iāve spent a lot of time developing a QuadTree culling based indirect renderer,
or in other words, Iām doing frustum culling on the QuadTree instead of every object,
Each leaf node contains the List of MeshIDs and Placements associated with it.
(Pos, Y Rot, Uniform Scale, variation).
Placements of Same MeshID from all visible nodes, is batched and submitted via āRenderMeshIndirectā API.
Some objects also becomes dynamic when Player is close,
so we use full Matrix4x4 to sync it with itās Transform, and render in similar way.
4 levels of LOD is supported, Baking from Scene or Terrain is automated.
The system is doing well on Mobile device, and We canāt afford Occlusion data due to memory,
The Object count we are dealing with is around 400K, might get upto 500K max.
We also have about 600K quads of grass, expected to grow upto 1M,
but we have control on the density at runtime for distance and Quality settings.
Our device often get GPU bound, so I have the culling and Instance Data generation implemented as C# + Burst and hope to implement a GPU mode, where Iāll test and append every object.
Iām really sorry for making it this long but i had to be clear,
Iāve have spent months on this, and all management, automation, shader side is taken care of.
Iām excited but very scared to go ahead with this tool, need help.
Question being,
Is there much more performance to be gain via GPUI Pro than our approach ?
or we are already pretty close to it, or itās gonna be more or less same.
From my initial tests, it seems to be working. However, I will need to conduct further tests with varying settings and frame rates to make sure.
I canāt say for certain if GPUI Pro will be faster than your custom solution. GPUI Pro likely offers more features and settings to enhance performance and has been tested by a wide range of users on different devices. However, a custom solution allows for optimizations tailored specifically to your project, which might not be possible with a generic tool.
One of the main benefits of purchasing GPUI Pro is saving the time it would take to implement your own solution. If you have already completed your custom solution and thereās no specific feature in GPUI Pro that you need, I wouldnāt recommend switching your rendering system at this point.
Hi everyone,
Version 0.9.6 is now available on the Asset Store. Please see the change log for detailed information:
[0.9.6] - 2024-09-10
Fixed
- Resolved rendering issues on devices with AMD GPUs.
[0.9.5] - 2024-09-09
Added
- Prefab Manager Add/Remove instance performance improvements.
- In edit mode, the Tree and Detail Managers can now render terrain details and trees from other scenes.
- The Tree and Detail Managers now include an option to automatically add terrains from scenes loaded at runtime.
- Map Magic 2 integration component for runtime generated terrains.
- UI improvements for GPUI Managers.
Changed
- Camera FOV value is no longer cached and is now updated automatically.
- Auto. Find Tree and Detail Manager options for GPUI Terrain is now enabled by default.
Fixed
- Prototype could not be removed from the Prefab Manager if the GPUIPrefab component was manually deleted from a prefab.
- GPUIPrefab component was not automatically added to a prefab when using a variant of a model prefab as a prototype on the Prefab Manager.
- āAdd Active Terrainsā button on Detail and Tree Managers would add references to terrains in other scenes when multiple scenes with terrains were loaded in edit mode, causing a āScene mismatchā error.