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Other For VR: BIRP or URP ?

Discussion in 'VR' started by PolyMad, Oct 2, 2021.

  1. PolyMad

    PolyMad

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    What would you reccommend to use, for something resident on the Quest?
    The Built-in Render Pipeline or the Universal Render Pipeline?
     
  2. DevDunk

    DevDunk

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    I personally always prefer URP. Performance for my small titles is about the same (urp can be slightly faster), but shader graph and vfx graph can be amazing! (plus there is more VR work being done in URP I think)
     
    PolyMad likes this.
  3. PolyMad

    PolyMad

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    Thank you.
    I checked around and saw that a lot of stuff is still going with the Built-in, and as I rely a lot on ready stuff, so to focus on the game itself, I think I'll stay with it.
     
  4. hippocoder

    hippocoder

    Digital Ape

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    Both are pretty good on VR but URP is the only pipeline that's going to see any love with Vulkan going forward. Likely, that doesn't matter a great deal if your game is due out in a couple of years time, though.

    URP's best if you know for sure you'll be able to code shaders and not rely on asset store. But for VR you should be good at coding shaders regardless.

    I use URP, but there are plenty of times I'll look back and miss surface shaders for example.
     
    Ony and PolyMad like this.
  5. PolyMad

    PolyMad

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    Thank you for your considerations.
    URP shaders are not about surface?
    I have no problem with visual programming and developing anything with visual blocks, but I don't really know how to code shaders, have no time for that, and want to dedicate all my time to the development of the game itself, and the least possible to the infrastructure necessary to make it run.
    So at the moment I think URP is not mature enough for this, mostly because the assets in the Asset Store are not updated. Many still have the Built-in version, but most don't have an update for URP.
    I guess I'll make a refurbishment of the game if it has success, when it's time.
    For now, I just want to see it grow.
     
  6. hippocoder

    hippocoder

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    URP's fine, stable and so on. I just have no idea what experience you might have. I will say this though, if you're doing VR, you'd be making a mistake to use Asset Store for anything to do with rendering unless you target desktop, no matter your pipeline.
     
  7. PolyMad

    PolyMad

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    Why?
    I can't see a reason for that. I'm still on the 60 fps target, tested with 10 times the objects my game needs, so I don't think that for the final product I'll be in trouble.
     
    DevDunk likes this.
  8. DevDunk

    DevDunk

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    Why do you need to be good with coding shaders for VR? You can do most things with the default shaders/materials tbh
     
    PolyMad likes this.