System requirement / performance changes between HDRP versions?

My project is currently on HDRP 7, due to a dependency on Realtime GI. With Unity 2021.2 coming down the pipe, and the reintroduction of Realtime GI, I’m strongly considering migrating the project, probably once Unity 2021 goes LTS. What I’m trying to assess is whether there’s a meaningful tradeoff of migrating to the latest HDRP in terms of player performance.

I understand that new features could introduce a performance cost, if they’re used. What I’m generally wondering is whether HDRP 10 is more/less/equalish in terms of performance compared to HDRP 7, assuming I did a straight migration and didn’t enable any new features I’m not already using in HDRP 7. I am, in fact, looking forward to making use of various new features, but I don’t want the switch to significantly decrease the base performance of the game.

Does anyone have any experience migrating?

It’s equalish/more performance.
Decal is now burstified in jobs in 2021.2, and it will most likely also burstify PrepereLightsForGPU, and maybe shadows. All giving wins on the CPU. Big optimizations to volumetric lights for the GPU. There’s also many other optimizations all around.

I remember I tested 2020.1 performance compared to current beta. Beta was equal and sometimes more performant. Never tested 2019, but it’s most likely the same.

Then obviously, there’s feature improvements. For example TAA is 10 times better. Not literally, but it’s a big difference.

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That sounds pretty great. From what I recall, his seems to be nearly half the CPU load I see in the profiler in the HDRP rendering portion. Thanks for the account. That encourages me.

Although one negative point have been that the editor itself is experiencing some slowdowns making it stall for almost every action you do :frowning:
Forum thread: The unity is getting VERY, VERY slow.

That’s fair, too. Hopefully that’s going to get rooted out during the remainder of the beta.