Hi there, I've been testing both HDRP and UWRP on a HP Z Series with a Nvidia Quadro P5000 and Intel I7. However, also using Unity's demo Alchemy Lab VR, I have on build done only (Non-stable) 60 fps. So, I think that if on a very little project like Alchemy Lab VR, we have lagging and poor fps, on a bigger project with much more interation and objects the fps will be like 20-40. In the end, my question is: HDRP (at it 7.2 ver) is still not ready to handle big project in VR? Thanks!
I believe HDRP was never meant to be for VR. UniversalRP is what they push for VR. See supported platforms: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.2/manual/index.html https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.2/manual/index.html
Thanks Peter77, I alredy knew about UWRP, but it has a lot of missing features. However I decided to go for UWRP and find a work around for the things that are missing.
I just recently started testing HDRP or URP for our upcoming project. and it looks like with VR, HDRP is still very unstable. The FPS can be quite low with a relatively empty scene. also single pass instance seems to work and then not work sometime. It looks like URP is still the way forward for now. I was wondering, by "missing features", what were you referring to? Like volumetric lights and fog?
@LuciaGambardella Hi, Did you ever figure this out? This is my concern too, not only that, even on an empty scene, I am getting like 7ms-9ms (vs 2ms solid/stable on URP). I posted question similar to yours here:https://forum.unity.com/threads/vr-and-hdrp-pc-what-do-need-to-know.916379/#post-6003578
Still avoiding HDRP and keep using SRP or UWRP with custom effects or shader to achieve realistic results in VR. I think there is a bad development behind HDRP, something messed up with the render pipeline, in particular on Virtual Reality.
Do you guys have a snapshot of the profiler? Hiccups usually happen going from version to version or system to system, but providing profiler data (or even better profiler comparisons) will help people understand the problem better and provide more insightful suggestions on how to proceed.
I've attached the profiler when used on an HDRP scene that has a plane with three cubes stacked on top of one another like a pyramid. I'm using Unity 2019.3.14, HDRP 7.4.1, and an HTC Vive Cosmos.