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Question Help with optimization of the Forward Opaque in the Profiler

Discussion in 'High Definition Render Pipeline' started by Eldrimor, Dec 5, 2023.

  1. Eldrimor


    Jan 9, 2023
    Hello everyone!

    I am currently facing optimization issues on the GPU in a quite simple scene. I have around 400k polygons, 200 batches and two realtime point lights but it runs around 48 FPS. I tried using the profiler to find the root of the problem and with DeepProfile enabled most of the ms are spent on something called ForwardOpaque


    I tried searching for what it means but I have not found any clear information about how to optimize it and I am quite lost at this point. I do not know if it is a problem with the textures, the meshes, the lighting or something else.

    Attached Files:

  2. adrien-de-tocqueville


    Unity Technologies

    Mar 16, 2020
    you would need a gpu profiler to optimize it further, but likely setting the lit shader mode to deferred in the hdrp asset will improve it.
    Now it depends on a lot of things, cause it could be slow due to either using lot of different shaders, or simply a too complex vertex or fragment shader.
    Things that impact the fragment shader for ex are the shading model (are you using stacklit, standard lit, anisotropy, something else ?), the material evaluation (maybe you have a complex shadergraph), or the lighting (try lowering the shadow quality mode ?).