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Hybrid Renderer v2 with built-in renderer

Discussion in 'Graphics for ECS' started by aganm, Jan 20, 2021.

  1. aganm

    aganm

    Joined:
    Sep 25, 2019
    Posts:
    114
    I have a DOTS project which uses a lot of assets from the asset store. And most of those assets have no plan for updating to the scriptable render pipeline.

    My issue is that when I profile my game, the hybrid renderer v1 is a HUGE bottleneck. When doing a stress test, my entire game logic takes about 3ms, and the hybrid renderer takes 60ms.

    Is there any chance the hybrid renderer v2 will be backported to the built-in renderer? I would be quite disappointed if I had to stay with v1 because the majority of the Unity asset store don't want to upgrade their assets to SRP.
     
  2. aganm

    aganm

    Joined:
    Sep 25, 2019
    Posts:
    114
    Is the hybrid renderer only used when converting unity objects to dots? if I remove the conversion and use pure DOTS rendering components, will that remove the hybrid renderer out of my way?
     
  3. joelv

    joelv

    Unity Technologies

    Joined:
    Mar 20, 2015
    Posts:
    203
    Hi,

    We have no plan on supporting non SRP with Hybrid V2 at the moment. Hybrid V2 is built upon and relies on the SRP batcher code path internally, which is not usable for the built in pipeline.

    And no, hybrid renderer is the "hybrid approach" of providing rendering data from DOTS land to regular game objects based rendering. It is hybrid in the sense that it consists of ECS data and game object resources (mesh/material) and feeds into the regular game objects drawing parts.
     
    Thygrrr and jasons-novaleaf like this.
  4. aganm

    aganm

    Joined:
    Sep 25, 2019
    Posts:
    114
    Thanks
     
  5. sdb7

    sdb7

    Joined:
    Apr 8, 2013
    Posts:
    23
    aah its a bummer..