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Book of the Dead - 4K performance test - gtx 1080

Discussion in 'General Discussion' started by tartiflette25, Jul 3, 2018.

  1. tartiflette25

    tartiflette25

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    Wanted to test the Book of the dead demo at 4K Ultrawide using a GTX 1080. The video below was recorded from a build demo of Book Of The Dead, available for free from asset store :D !

    I particularly love the sound design of the level, truly incredible.

     
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  2. imaginaryhuman

    imaginaryhuman

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    It looks really nice. Amazing that this kind of thing can be done in realtime now. It gives me nightmarish flashbacks about waiting an hour for a crappy low-res landscape to render on my Amiga 20-odd years ago.

    One thing I don't like though which spoils it a bit is the wind. What's with all the waggling, rhythmical pulsing and back-and-forth flapping of everything? It makes it seem like the plants are freaking out or being electrocuted. Unity needs a more realistic wind simulation.
     
  3. RuinsOfFeyrin

    RuinsOfFeyrin

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    Glad I'm not the only one who thought all the plants were having seizures.
     
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  4. snacktime

    snacktime

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    The trees didn't both me so much and I found it relatively easy to reason about ok what would be required to make that look good in a game. The LOD handling is what left me wondering. It sucks and it's difficult for me to tell how much different that demo would look if the LOD was done how a real game would do it. Ie is it just they did a bad job with LOD or were they focusing so much on close up details that a real game would necessarily look substantially different?
     
  5. angrypenguin

    angrypenguin

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    I've never understood why games do this. Could it just be exaggerating things to make sure we notice them, like is done in so many other areas of games?
     
  6. elbows

    elbows

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    Could be partly that, could also be due to continuing limitations with how sophisticated the animation of these systems, and indeed the meshes themselves are, compared to the real world. I know some fancy stuff was done with this demo in regards wind, but it cant make up for limitations that continue to exist on other fronts.

    I'm prepared to leave a little bit of room for the opposite explanation too - that in the real world the animated nature of a variety of plants in certain wind conditions is the sort of things our brains might be used to, if not exactly filtering such things out completely, somewhat dampening down how much we really notice it when it happens before our very eyes.
     
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  7. angrypenguin

    angrypenguin

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    Personally, animated plants aren't so much about having noticeable animation as they are about avoiding that noticeable stillness that many older games.

    Even just a few pixels of slow movement are enough for that to not be an issue. Then again, a few pixels of slow movement on a stack of overlapping small shapes is a really great way to maximise noticeable aliasing... so yeah, there's a lot of difficult to resolve stuff in this particular use case.
     
  8. tartiflette25

    tartiflette25

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    Vegetation is moving a ton and in erratic way, i'll give you that ^^... Still felt it looked cool, really appreciated the atmosphere of this little scene. And the audio design - mindblowing !
     
  9. AlanMattano

    AlanMattano

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    I wish to disable the motion blur. How this motion blur is made up? I was not able to find it.
     
  10. Frienbert

    Frienbert

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    Do they have any blog articles on how they do sound design?
     
  11. Arowx

    Arowx

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    So what was the frame rate over the run, average and min max?
     
  12. IgnisIncendio

    IgnisIncendio

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    Search in hierarchy
    t:PostProcessVolume
    . I believe they have multiple post process volumes for different parts of the world. I think motion blur is in the global volume.
     
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  13. hippocoder

    hippocoder

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    The wind itself as a tech in HDRP is fine, ideal. What is a bone of contention for people are the individual settings the level designers for book of the dead chose.

    In short, it's not a tech problem and you can change it yourself.
     
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  14. AcidArrow

    AcidArrow

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    I think they were going for "uncomfortably windy", I think it looks good for that.
     
  15. castana1962

    castana1962

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    Hi All
    Maybe it can be a dumb question but I am working with Unity 2018.1 and this the Book of the dead project runs in 2018.2 b8 or later and since I am interested in making a proof adding only the Book of the dead enviroment in Unity 2018.1 project, for it, What I should export like unitypackage and then I can import it to this 2018.1? Would it be possible?
    Thanks and sorry for my little English
     
  16. AlanMattano

    AlanMattano

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    @tartiflette25 and the performance?

    I'm using i7 2600K, GTX1080Ti and 4K, settings full quality
    50/60max 47fps average 40min

    In the editor, Game mode is fixed at 32fps 30ms [Maximize On Play] Free aspect ration and when rotating the camera is smooth. Because in quality settings Evry Second V Blank is enable.
    Compiling the game build playing in fullscreen when I'm turning I can clearly see the 30 fps. Is not so much smoother.
    To my surprise Is smoother in the editor than in the build.

    I change V Sync to Don't Sync
    In the editor [Maximize On Play] minimum 40fps 25ms. looking up or down go up to 60fps and 50fps media. But I hear audio void spikes. If I force it to 60 (Evry V Blank) is the same. When I open the profiler, the frames drop to 27 and there are no audio spikes or rendering spikes.

    I added a fps counter and spick analyzer where I'm just picking up the longestFrameTime = Time.deltaTime;
    Code (CSharp):
    1.     public float fpsMinTarget = 100;
    2.  
    3.     private float fpsSpikes = 0f;
    4.     private float minimumSpike = 100000f;
    5.     private float longestFrameTime = 0f;
    6.  
    7.     void Start ()
    8.     {
    9.         fpsMinTarget = 1/fpsMinTarget;
    10.     }
    11.  
    12.     void Update ()
    13.     {
    14.         if (Time.deltaTime >= fpsMinTarget) {
    15.             fpsSpikes = 1f / Time.deltaTime;
    16.         }
    17.  
    18.         if ( Time.deltaTime >= longestFrameTime )
    19.         {
    20.             longestFrameTime = Time.deltaTime;    // entonces que sea la actual
    21.             minimumSpike = 1f / longestFrameTime;
    22.         }
    23.  
    24.         if (Input.GetKeyDown(KeyCode.F5))
    25.         {
    26.             minimumSpike = 0f;
    27.             longestFrameTime = Time.deltaTime;
    28.         }
    29.     }
    30.  
    31.     void OnGUI ()
    32.     {
    33.         GUILayout.Label ("FPS spikes:" + fpsSpikes);
    34.         GUILayout.Label ("FPS minimum spike:" + minimumSpike);
    35.     }
    I compile in Free sync to make the build and test it in full screen (not window).
    There are no audio void spikes
    media, 47fps depends on the place. a difficult place was at 44fps
    min, it does not go down under 40fps
    min spick, 29.6 just one random frame rotating very fast
    min spick, 27.9 just one random frame walking around
    max 60~70 eventually when looking rocks or sky
    using 24% of mu CPU (I'm 4 cores) and 1,200Mb

    So my understanding is that you can work in the editor and looks perfect for a complex game that ships in the future.
     
  17. Ryiah

    Ryiah

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    Is it just using one core? Or is it using all of them to that total?
     
  18. AlanMattano

    AlanMattano

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    I do not know?
    I7 2600k is 4cores but 8 threads
    It was consuming 25% of the CPU so I presume are 1 core and 2 threads. but I do not know really.
     
  19. Arowx

    Arowx

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    Is it maxing out your GPU?

    Task Manager - has GPU and CPU Core loading graphs.
     
  20. tartiflette25

    tartiflette25

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    Packaged game gave me a framerate around 42fps average at 4K. I haven't done proper measures also, mostly done the video to give a general idea.

    Overclocked EVGA 1080 - 4.5Ghz i7-5820K
     
  21. hippocoder

    hippocoder

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    The idea you "max out" anything and record in task manager is not going to work at all with HDRP because HDRP is designed around a specific bandwidth usage target (modern consoles like PS4 Pro).

    This means it doesn't get as fast but also it doesn't get too slow when you give it a ton of work to do. It has a much more consistent level of performance that scales very well.

    As it's all about bandwidth these days, you won't be able to use primitive measurements like how busy the CPU is or how busy the GPU is because it is about memory more than calculation performance, specifically bandwidth. Resolution is one place where this places a soft cap on things.

    Rendering with HDRP with a simpler scene vs a complex scene at a high res will usually not result in too much variation, as higher resolutions are pretty great bandwidth caps.
     
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  22. AlanMattano

    AlanMattano

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    Async was disabled.

    EditorMode.jpg

    GameMode.jpg

    Resolution 2560x1600 windows mode
    GameBuild.jpg
     
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