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Question a Lightweight RP that is compatible with the HDRP?

Discussion in 'High Definition Render Pipeline' started by unity_T2ElA1_f_nsORw, Mar 29, 2023.

  1. unity_T2ElA1_f_nsORw

    unity_T2ElA1_f_nsORw

    Joined:
    Nov 5, 2021
    Posts:
    5
    my game looks good but wont perform well on low end systems(my game uses hdrp)
    i hope to solve the problem with a render pipeline that is lightweight but compatible with the HDRP, anyone have one?
    any help appreciated.
     
  2. akent99

    akent99

    Joined:
    Jan 14, 2018
    Posts:
    588
    I doubt it exists. The closest is likely to be URP.
     
  3. PutridEx

    PutridEx

    Joined:
    Feb 3, 2021
    Posts:
    1,136
    Does not exist, unity aims to make URP & HDRP more compatible in the future so you can run one project with both, but i doubt it'll be a painless process.

    Your best shot is using the best of HDRP, use the profiler, use upscaling, if possible use fully baked lighting. (You can make it so your game has 2 executables, one fully baked, the other mixed) baked is for low-end. Of course this will also be painful as you'll have to use the lightmapper, fully baked means you need more texels. And you'll need proper lightmaps UVs, etc.

    If you profile and adjust as needed, you can go pretty far with HDRP.
     
    unity_T2ElA1_f_nsORw and Ryiah like this.
  4. unity_T2ElA1_f_nsORw

    unity_T2ElA1_f_nsORw

    Joined:
    Nov 5, 2021
    Posts:
    5
    thanks bro completley forgor all about that

    Thanks
     
  5. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,788
    This could improve HDRP Performance, of course the result might be varied depend on the device hardware specs
    - use deferred shading
    - disable SSR
    - disable SSGI
    - disable volumetric cloud
    - disable volumetric fog or at least if you need it reduce the quality by using low depth resolution (lower than 10), and low samples between 24-64
    - for physical sky don't use realtime update mode, but use on demand. Or if you can maybe avoid using PBSky

    except deferred shading i found all above relatively expensive on gpu
     
    tmonestudio likes this.