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Question Which pipeline for VR PC Rift game?

Discussion in 'VR' started by Sqwert, May 8, 2021.

  1. Sqwert

    Sqwert

    Joined:
    Apr 27, 2017
    Posts:
    12
    leaning towards the standard atm, due to shader issues with baked lighting on SpeedTrees.

    But wondering what is the better pipeline for a VR flying shooter.
    Really need 90fps to avoid visual issues.

    Any thoughts?
     
  2. fabien-unity

    fabien-unity

    Unity Technologies

    Joined:
    Oct 17, 2018
    Posts:
    60
    Hi,
    I would recommend the Universal Render Pipeline in this case. This should give you the best performance, as well as more features than the standard renderer.

    Fabien
     
  3. hippocoder

    hippocoder

    Digital Ape Moderator

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    Standard is the worst choice for any new game not just VR. It's dead tech.
     
  4. Sqwert

    Sqwert

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    Apr 27, 2017
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    going with URP seem to be fine without baked lighting (where speed trees go funny). Frame rate seems after I implemented pooling for missiles
     
  5. hippocoder

    hippocoder

    Digital Ape Moderator

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    URP's performance gains aren't really on the GPU, although it's cleaner than built in. It's really about saving quite a bit of CPU time, which can translate to higher overall framerates. The GPU time will still be based on the post effects and shaders you choose and these are actually independent in a large part from any pipeline.

    The big difference with SRP is the shader-based batching instead of material-based batching. For a lot of common projects that have a large amount of assets (not silly little white room demos some people test with or cubes), this will result in some nice performance increases.

    URP is best chosen for new projects so people can get used to what all the tweaks are, how to get the most from it and so on.

    Also standard won't be the thing that serves DOTS when that matures.
     
  6. Sqwert

    Sqwert

    Joined:
    Apr 27, 2017
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    12
    Using URP and getting decent frames/second with the flat version, so will stick to that.