Exactly, the solution is already happening but people will be annoyed further by the additional changes. Even if they simply started over and made a new pipeline nothing would change on that front.
Agreed, the flaw was the pipelines being made by entirely separate teams with entirely separate goals when it didn’t need to be.
I don’t think the pipelines ever needed to be entirely different as they are now that was a flaw in conception. But it’s clear some tools simply aren’t viable on some platforms. I think a clear line is better. We already have enough shader compile issues.
I don’t agree the “just turn it off” solution is better. When I use URP, much like Built-in, out of the box I can use all the features there and know it works for the platforms I need. When/if I use HDRP I know I’m using features less broadly available. Especially when tech is entirely new let alone performant. Mesh shaders for example as far as I know has no mobile equivalent, along with a hard cut off of GPU support. Doesn’t make sense for URP.
It’s kind of like how people praised some games on PS5/PC that were originally PS4 games at least at some point, now when we’re getting to games made exclusively for PS5 and now there’s problems all over the place.
When I see people complain “Why isn’t HDRP as optimized as URP” I think they miss the point. When those features get optimized and compatible they’ll come to URP.
I like that mentality.
To me we don’t have three pipelines, we have two pipelines and a legacy pipeline for compatibility. And people are making a concentrated effort to keep that legacy pipeline around. As such, there’s not enough pressure to improve. We have the Unity dev’s trying to figure out how to appease built-in users (probably delaying Block Shaders further) so they will fucking use URP/HDRP but also stop using/supporting BIRP so they can depreciate it. Maybe that’s why URP still doesn’t have realistic light values. Maybe unity is terrified built-in users or asset store developers will riot.
I say fuck it.
I’m gonna disagree on the “visually”.
And how can I guarantee it’s not included in the build? How do I know the asset store developer made things properly so even if a feature is turned off it’s not included anyway?
I have this problem with beautify where all the features are in a single render feature and they have some auto-stripping thing but sometimes it just doesn’t work for no reason causing massive build times.
I had similar issues before switching to URP.
EDIT: Also like, you can’t tell me checking render doc and stuff is somehow easier than a simple render feature list. You can argue it’s better but it’s not remotely easier, I don’t even think those work without switching platforms and such.
it confirms nothing, they’re terrified of communicating with anyone at the moment.