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[RELEASED] ArchVizPRO Interior Vol.3 HDRP

Discussion in 'Assets and Asset Store' started by ArchVizPRO, Mar 21, 2020.

  1. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457


    ArchVizPRO_Interior_Vol.3_HDRP
    ArchVizPRO_Interior_Vol.3_URP

    ArchVizPRO Vol.3
    returns in a newly remastered version, more beautiful than ever. This version takes advantage of all HDRP and URP.

    ArchVizPRO Interior Vol.3 brings you a beautiful European apartment. The apartment is fully furnished and explorable in every part. All furniture and props are highly detailed and can be reused in any other project.

    Features:
    - Fully explorable Interior
    - Progressive GPU/CPU ready
    - HD Texture
    - More than 120 Lowpoly 3D models
    - Post Processing Volume setup
    - Timeline
    - Shader Graph custom Shaders

    ArchVizPRO, your secret weapon for Architectural Visualization!
     
    Last edited: Nov 26, 2023
  2. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Some screenshots: Livingroom_2400x1600.jpg Livingroom3_2400x1600.jpg Studio1_2400x1600.jpg Kitchen5_2400x1600.jpg Kitchen3_2400x1600.jpg
     
  3. ArchVizPRO

    ArchVizPRO

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    Apr 27, 2014
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    457
  4. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
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    457
    Bathroom4_2400x1600.jpg Bathroom2_2400x1600.jpg Bedroom1_2400x1600.jpg Bedroom2_2400x1600.jpg Corridor3_2400x1600.jpg
     
    petersx likes this.
  5. shredingskin

    shredingskin

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    Nov 7, 2012
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    What are the main differences between this and the old package converted to hdrp ?
    Most of the materials were done in standard shader.
     
  6. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Hello
    ArchVizPRO Vol.3 HDRP takes advantage of all the potential of HDRP.
    - Many props/furniture are new of completely remade
    - Improved textures
    - Lighting setup now use Progressive GPU/CPU instead of Enlighten
    - HDRP Post Processing Volumes Setup
    - New Reflection Probe and Planar Reflection setup
    - Added Light layers for improved performances
    - New Shader Graph custom shaders
    - Support for DXR
    - new Character Controller included
    - New Cinematic Setup with Timeline
    - Bonus scene with day/night change (full project soon available on Oneiros)
    - and much more...
     
  7. Passeridae

    Passeridae

    Joined:
    Jun 16, 2019
    Posts:
    395
    Why on earth there are photo stock watermarks on your asset?





    Seems like you've pirated this texture from https://ru.123rf.com/
     
  8. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Hello
    I honestly don't remember where that texture came from. In the scene there are thousands of textures, it may be that some have been taken from the internet. However, I would not speak of piracy, since the watermark is still present. At the most I would say that I did free advertising on the site :).
     
  9. DmitryLap

    DmitryLap

    Joined:
    Mar 10, 2020
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    3
    Hi there,
    Will it work on Oculus Quest 2?
     
  10. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
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    457
    Hello.
    No HDRP don't work on mobile device, it's only for Windows/Consolle.
     
  11. DmitryLap

    DmitryLap

    Joined:
    Mar 10, 2020
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    3
    Ah, sure, sorry for the stupid question. Do you have a plan to adapt this asset for URP as well?
    Which of your ArchViz assets will 100% work on Quest? Vols 5, 6, and 7?
     
  12. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
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    457
    Hello
    A conversion of Vol.3 to URP for Quest is probable, but I can't give you any ETA at the moment, sorry.
    Out of the box, there are available on Oneiros, the Quest projects for Vol.6, and Vol.7.
    Also, Vol.4 and Vol.5 support Androids, but you have to import and configure the Oculus SDK (or any other SDK you need) by yourself. And maybe something should be optimized to run smoothly on Quest.
     
    DmitryLap likes this.
  13. GameDeveloper1111

    GameDeveloper1111

    Joined:
    Jul 24, 2020
    Posts:
    100
    @ArchVizPRO

    Edit:

    I'm rescinding my question because its basis seemed to disappear during standalone builds.

    -------------------------
    Original post:
    -------------------------

    Hi, this is an impressive set of assets. I have a question which might be outside the scope of support but here it is:

    Short version:

    Why did the average framerate drop from 175 FPS to 106 FPS after upgrading the HDRP package from 7.2.1 to 9.0.0?

    If this is a mystery or outside the scope of support I would appreciate any hints for finding out why the framerate dropped.

    Long version:

    I arrived at these reported numbers by pressing Play with the Stats panel open.

    HDRP 7.2.1:
    avp3-hdrp-7.png

    HDRP 9.0.0-preview.71:
    avp3-hdrp-9.png

    Some details:

    1. The reported vertex count increased from 508 to 430.6k. However, the black puff seat alone has 2k vertices and disabling the black puff seat did not adjust the 508 count. Therefore the reported vertex count of 508 seems to be inaccurate.

    2. The number for "Saved by batching" changed from -215 to zero. The negative sign is interesting. Unlike the vertex count, this number changed a bit when I disabled the black puff seat.

    3. Before upgrading to HDRP 9.0.0 I upgraded Unity to 2020.1, but the framerate was about the same. Only after upgrading to HDRP 9.0.0 did the vertex count and framerate change.

    Below is the view from the main camera, for both tests:

    main-camera.png


    Thank you for your time.

    Edit: I reframed the question in terms of framerate since the vertex count in one of the tests seemed to be invalid.
     
    Last edited: Nov 30, 2020
  14. GameDeveloper1111

    GameDeveloper1111

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    Jul 24, 2020
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    Edit:

    Standalone build performances, without moving the character controller:

    HDRP 9.0.0-preview.71: 115 FPS (8.7ms) (vs. 106 FPS, 9.4ms Stats estimate)
    HDRP 7.2.1------------ : 116 FPS (8.6ms) (vs. 175 FPS, 5.7ms Stats estimate)

    Perhaps it's just an editor thing. I will keep poking and perhaps rescind my question.

    (Side note: Some rooms were 120, 130, and 150 FPS. Looking at the ceiling was 230 FPS)

    -------------------------
    Original post:
    -------------------------

    New clue from the profiler (not a standalone build):

    SkyManager.UpdateCurrentSkySettings()

    The above is taking 0.71ms per frame in the project that's using HDRP 9.0.0 but isn't called (from what I can see) in the one that's using HDRP 7.2.1.

    That's 18% of the missing 4ms of performance.

    Here's the deep profile hierarchy that leads to the above call:

    - PlayerLoop
    - RenderPipelineManager.DoRenderLoop_Internal()
    - RenderPipeline.InternalRender()
    - HDRenderPipeline.Render()
    - HDRenderPipeline.<Render>g__AddHDProbeRenderRequests|7.68_1()
    - HDRenderPipeline.TryCull()
    - SkyManager.UpdateCurrentSkySettings()
     
    Last edited: Nov 30, 2020
  15. redmotion_games

    redmotion_games

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    May 6, 2013
    Posts:
    84
    Can I ask if the player controller allows you to explore the apartment fully (without VR) and does it have that realistic head wobble effect or is that from recording someone's movements in VR? Also, is the lighting baked from within unity? Thanks in advance.
     
  16. GameDeveloper1111

    GameDeveloper1111

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  17. morfevs

    morfevs

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    Dec 21, 2016
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    20
    Hello everybody.

    Thanks Ruggero for making this wonderful assets.
    I see that many of these scenes are now be ported to Hdrp.
    Could someone please post some pics or video of the same scene same angle to compare the standard scene vs the hdrp one? I wonder if the hassle of jumping on the Hdrp is worth?

    thanks everybody for your input.
     
  18. andthenwhat

    andthenwhat

    Joined:
    May 11, 2015
    Posts:
    19
    In 2021.2.1f1 fresh HDRP project, I get these errors when I open the AVP3 demo scene:
    any ideas?

    Same problem in 2020 LTS
    upload_2021-11-15_14-11-36.png
     
    Last edited: Nov 15, 2021
  19. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    Hello
    Sorry, I don't have tested it yet on 2021.2.1f1.
    Do you have followed the PDF Documentation?
    Also, be sure to delete the script ExampleRenderScale.cs and make a clear on Console.
    If you get other errors please send me.
     
  20. andthenwhat

    andthenwhat

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    Deleted the script, increased planar reflection atlas size, but still getting both that error and the Graphics.CopyTexture errors. I'm using 2020 LTS as well, with same errors
     
  21. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    457
    I tested ArchVizPRO Vol.3 HDRP in Unity 2021.2.1f1.
    After deleting ExampleRenderScale.cs and following the Quick Project Setup steps of the documentation, everything works as expected.
    No errors on Consolle, also during Play mode.
    If you get a green light on curtains and other materials, just select the material and use the "Fix" warning.
    2021-11-16_00h15_11.png