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How to optimise VFX exlposion?

Discussion in 'Visual Effect Graph' started by Zaine7673, Jul 16, 2020.

  1. Zaine7673

    Zaine7673

    Joined:
    Feb 15, 2018
    Posts:
    238
    I have a an explosion of sort and it looks great however, When I (the player) walk too close to the explosion and it fills up a lot of the screen the fps suffers a lot, dropping from around 140 to 17. I'm guessing this is due to having to fill up a larger portion of the screen but what sort of things should i be looking at to optimise this without effecting too much how it looks or it's size?

    I have a HDRP scene with volumetric fog/lighting. The VFX is set up currently t output a Lit Quad with a Translucent material type. This set up just looks right in the scene but I'm willing to compromise where I can for performance of-course.

    Any advice would be super appreciated.

    Thanks,

    upload_2020-7-16_16-17-12.png

    upload_2020-7-16_16-21-22.png

    upload_2020-7-16_16-24-41.png
     
  2. JulienF_Unity

    JulienF_Unity

    Unity Technologies

    Joined:
    Dec 17, 2015
    Posts:
    326
    Hi. There are many ways to optimize overdraw / per-pixel cost:
    - Use HDRP half resolution pass
    - Use Octagon primitive instead of quad
    - Use SimpleLit mode

    More details in tutorial:
     
  3. Zaine7673

    Zaine7673

    Joined:
    Feb 15, 2018
    Posts:
    238
    Thanks buddy that's actually helped a lot. you gave me the right direction to go in and I did a bit more research and now its not dropping below 60 fps. I do think I can do better though.

    Thanks again