Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

SpeedTree Instancing

Discussion in '5.5 Beta' started by RemexChris, Sep 30, 2016.

  1. RemexChris

    RemexChris

    Joined:
    Aug 4, 2015
    Posts:
    16
    I read in the beta notes that SpeedTree instancing is now fixed/included?

    I have downloaded the 5.5 beta and pulled in the accompanying standard SpeedTree assets however I am not seeing the instancing working.

    The frame debugger shows a few calls to DrawMesh(Instanced) in the Depth Pass, however in the forward render step all the meshes are drawn using DrawMesh.

    Is this a bug? Am I using the wrong tree assets?
     
  2. zeroyao

    zeroyao

    Unity Technologies

    Joined:
    Mar 28, 2013
    Posts:
    169
    Hey,

    As the first step, currently light probes are not supported. Please make sure your trees are not baked with light probes.
     
  3. brettj

    brettj

    Joined:
    Feb 9, 2015
    Posts:
    43
    I'm getting slightly worse performance with instanced Speedtrees in 5.5b7 vs non-instanced in 5.4.1. And all tree renderers have light probes switched off. The trees are placed on the terrain in a traditional way. Am I missing something?

    My stats are below. I tested on two computers (a 2014 iMac and a 2013 MacBook Air), both showing lower performance with instanced trees. Others seem to be having similar results with instancing on various hardware: https://forum.unity3d.com/threads/free-critias-speedtree-grass-system.433219/

    iMac (screenshots from this one)
    4 GHz Intel Core i7
    AMD Radeon R9 M295X 4096 MB

    Macbook Air
    1.7 GHz Intel Core i7
    Intel HD Integrated Graphics 5000 1536 MB

    Non-instance - Unity 5.4.1


    Instanced - Unity 5.5b7
     
  4. Dannyoakes

    Dannyoakes

    Joined:
    Feb 10, 2015
    Posts:
    118
    Just to check, did you turn off "bake tree light probes" in your terrain?

    Also, I'm digging the art style here.
     
  5. brettj

    brettj

    Joined:
    Feb 9, 2015
    Posts:
    43
    I did not have it unchecked, but I just did another build with it off. No change.

    And glad you like it! http://thousandthreadsgame.com if you're interested.
     
  6. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,437
    What is the status on this?

    I'm thinking of upgrading a project of mine to 5.4 or 5.5 simply because I would like to use instanced SpeedTrees. But if the performance is the same or even worse, obviously there would be no point.

    Does anyone have information on this? Thanks.
     
  7. brettj

    brettj

    Joined:
    Feb 9, 2015
    Posts:
    43
    I actually got it to work. I needed to regenerate the materials on each SpeedTree for it to work. Got about 5fps increase on a MacBook Air.
     
  8. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,437
    Interesting, glad to hear that. Maybe I'll give it a shot then.