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Question Cross Pipeline features

Discussion in 'Graphics Dev Blitz Day 2023 - Q&A' started by jbooth, May 24, 2023.

  1. jbooth

    jbooth

    Joined:
    Jan 6, 2014
    Posts:
    5,461
    HDRP just got a new water system, sky system, etc. HDRP is currently about 15% of projects as of the last public data. So 15% of Unity users are getting new graphics features, while 85% don't get those features. Yet there's nothing fundamental about URP that prevents these features from running in that pipeline as well - in many cases they target the same hardware.

    Meanwhile, things like camera relative rendering, motion vector support, etc, keep getting ported between pipelines because they are fundamental to things like large worlds and DLSS. This seems like an incredible waste of engineering effort, creates massive lag in getting the features developers need (if at all), all because of a Unity created incompatibility.

    Whats the plan to fix this, both for Unity and its developers, beyond shader blocks.
     
  2. kripto289

    kripto289

    Joined:
    Feb 21, 2013
    Posts:
    541
    I really hope that unity will just admit the mistake with 3 different pipelines and make a new UNIFIED pipeline.
     
    goncalo-vasconcelos likes this.
  3. AljoshaD

    AljoshaD

    Unity Technologies

    Joined:
    May 27, 2019
    Posts:
    287
    Most of our effort is currently on URP. A number of foundational systems being used by HDRP like RenderGraph and the Volume framework are now being optimized and fully adopted by URP. This offers many benefits for URP in itself but also increases compatibility between the SRPs. This in turn will allow us to bring up features faster in both render pipelines at the same time. Due to this foundational work we've had less time to spend on features. Once this is complete then you'll start seeing an acceleration of new features in URP.

    You can find a feature comparison here.
     
    saskenergy, GDevTeam, DevDunk and 3 others like this.