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When do we get HybridRenderer V3 ?

Discussion in 'Graphics for ECS' started by Cell-i-Zenit, Feb 1, 2020.

  1. Cell-i-Zenit

    Cell-i-Zenit

    Joined:
    Mar 11, 2016
    Posts:
    290
    Hi,

    There is every week a new post complaining about the performance of the HybridRenderer.

    Iam at a point in my game where i cant really improve performance as the HybridRenderer is so slow in comparison that i doesnt make any sense to save 0.5 ms over like 10 systems if the HybridRenderer is taking 10ms anyway..

    I always think "ok when unity releases a HybridRenderer V3 it will triple my FPS no problem", but now i wonder if this will ever happen..

    Can we get an approx. timeline?
     
    phobos2077 and charleshendry like this.
  2. Joachim_Ante

    Joachim_Ante

    Unity Technologies

    Joined:
    Mar 16, 2005
    Posts:
    5,203
    Changes are part of 20.1.

    It is both massive perf improvements, keeping all instance state persistent on the GPU.
    As well as supporting the full feature set of HDRP during conversion.
     
  3. Sarkahn

    Sarkahn

    Joined:
    Jan 9, 2013
    Posts:
    440
    Any word on URP support?
     
    phobos2077, Roycon, Radu392 and 5 others like this.
  4. Opeth001

    Opeth001

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    Jan 28, 2017
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    1,130
    Unity Team will start working on URP and ECS in the middle of 2020, they certainly have their reasons but that's really sad.
     
  5. Gen_Scorpius

    Gen_Scorpius

    Joined:
    Nov 2, 2016
    Posts:
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    I was wondering too when the hybrid renderer gets further development since the changelog was only listing dependency updates for quite a while.
     
    charleshendry likes this.
  6. rz_0lento

    rz_0lento

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  7. rz_0lento

    rz_0lento

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    Will this include HDRP DXR?

    I just tried recent hdrp from github master and 2020.1.0a21 and at least there the DXR support is still nonfunctional on DOTS (things on entity world don't contribute to DXR reflections etc.
     
  8. Enzi

    Enzi

    Joined:
    Jan 28, 2013
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    984
    Oh this is cool! I wanted to ask this some time ago if Unity is doing anything like this when I stumbled upon this piece on reddit:
    Sounds very similar to me. Is it?

    Anyway, I feel like this is the right direction. The way GPU bandwidth was and is still used is archaic and should come to a close with compute shaders.
    Can you give some thought how you want to manage dynamic entities? Best case in speed would be to have a small kernel running for game logic but that would require same form of API and framework and can be truly complicated within a game. On the CPU side things are easier to program for us but we'd still have the same bottleneck when 1 million entities move around.

    If you know by chance, any news on custom render pipeline in HDRP? My guns are clipping through. :(
     
    phobos2077 and Nyanpas like this.
  9. desertGhost_

    desertGhost_

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    Apr 12, 2018
    Posts:
    262
    It appears something like this is in the works, but it looks like for now it is up to us to come up with a workaround.

    From HDRP Camera Stacking Now Supported?:

     
  10. linfuqing

    linfuqing

    Joined:
    May 11, 2015
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    166
    Will Occlusion Culling be supported?
     
  11. Joachim_Ante

    Joachim_Ante

    Unity Technologies

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    Occlussion culling is also being worked on. URP is also making good progress.
     
  12. Radu392

    Radu392

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    Jan 6, 2016
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    210
    Any ballpark time frame for the 20.1 release? Or at least what's the latest that the package will be updated?
     
  13. optimise

    optimise

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    Jan 22, 2014
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    2,137
    Does the work of dots animation URP support for mobile phone already started?
     
  14. Zec_

    Zec_

    Joined:
    Feb 9, 2017
    Posts:
    148
    Is the V3 rendering for static entities still based on the BatchRendererGroup? Or are you adding even faster ways of rendering? If so, will there be a public API for it?
     
    Last edited: Feb 10, 2020