#archived-hdrp

1 messages Β· Page 19 of 1

exotic robin
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yep, when you have particles on screen space overlay particles are always rendered behind it, you can switch to camera space to get proper z ordering

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I've seen quite a lot of projects at our studio that need UI particles (2d mobile games most of the time)

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(didn't know about it)

outer carbon
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In HDRP, where does one find the environment settings for skyboxes?

turbid matrix
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@outer carbon it's in scene/volume settings

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if you have a new scene, you have to add it to the scene manually first

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(right click and select Rendering/Scene Settings)

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sky related stuff is somewhere early on in the components

quasi mulch
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Regarding multiple cameras to render things, that's kind of a unity concept, and very wasteful. builtin has to cull everything, do all the transforms and callbacks per stacked camera, and is enough work wasted for cpu and gpu that you proabably could add a bunch more stuff for free in exchange

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It's fantastic they dropped it

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all we need though, is for unity to properly patch why we used multiple cameras to begin with (overlaying rendering)

exotic robin
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I don't mind too, we just need alternatives being done correctly.

quasi mulch
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I'm all about unity being as efficient and fast as possible because it's a real time sink when I have to optimise their code and not my code

outer carbon
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Thanks @turbid matrix !

turbid matrix
true zealot
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never reply to comments on the unity forums is my rule

turbid matrix
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there's not really much to reply with to that πŸ˜„

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like, that person clearly has opinion but no explanation for it

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so there's really nothing to talk about

true zealot
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Who's gonna use this render pipeline that everyone uses???!@?

turbid matrix
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well that was kinda implied there (those less wise people) πŸ˜„

outer wigeon
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My problem with custom render pipelines is summed up with the question: "How could I possibly do any better?"

true zealot
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it's not that you might do better I think, it's that you might need different

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if you're building a strange game that needs specific passes or custom culling architecture, that's when I'd think about it

turbid matrix
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that post was about HDRP tho

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not making your own RP

dawn sorrel
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I do agree that making a custom render pipeline from scratch might be risky in terms of compatibility and a thousand other things; I predict that only very experienced graphics programmers who know what they are doing & want to achieve a very specific visual style/goal OR larger studios who have the resources to build & maintain a custom render pipeline will actually use one in production.

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But thats why we are making and maintaining LWRP and HDRP and improving both of them; to cover as many basis and needs as possible. πŸ˜ƒ And then allow people to edit the source or make their own shaders for them or inject their own passes (Such as the Scriptable Render Pass API in LWRP)

exotic robin
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I would say start from HDRP/LWRP and add some changes to fit your needs? they are already pretty customizable without any code editing but yeah.

alpine bluff
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Yes! That's exactly what we're hoping you'll do.

turbid matrix
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I bet most will mainly add callbacks to specific points

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I have a strong feeling that the combo not supported is just some resource allocation issue combined with expectation that people would not use MSAA for anything but VR combined with the fact that SSR is not really usable in VR

dawn sorrel
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Id recommend starting with LWRP for modifications. HDRP is more 'complex' but is certainly modifiable. In fact, our Demo Team modified it for a few things for Book Of The Dead and our Sample Game Team modified a few things for FPS Sample. πŸ˜ƒ

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AFAIK; these modification were removed gradually as they were implemented natively in HDRP. πŸ˜ƒ

dawn sorrel
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Haha, oh wow! Didn't know someone externally was keeping track of the changes. πŸ˜„

turbid matrix
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I really wanted to know what you guys did there and this also partly helped me to understand what I needed to change from future SRPs to be able to use Occlusion Probes

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I have a separate demo project which I did around 2018.2 for OB's

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without the diffs, it's pretty much impossible to know what kind of changes happened and how

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also PS. I did get confimation that I can share the diffs as they fall under Unity Companion License so legal side should be cool with these πŸ˜ƒ

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as another topic: Unity finally merged hdrp-master changes to regular SRP master branch πŸ˜ƒ

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that list is kinda huge

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oh, master is marked 6.0.0 / 2019.2 now (still seems to run on 2019.1.0a14)

plush pilot
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fwiw, I'm working on a sandbox city builder for mobile - definitely required work on a custom batcher that SRP would have been good for

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just to keep draw calls sane

quasi mulch
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People who have assets targeting Builtin pipeline regularly negatively post about HDRP on forums I've found so I tend to ignore them.

turbid matrix
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I've noticed

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people just want things that work for them

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this is probably also reason why built-in renderers will be available and used for a long time after both LWRP and HDRP get out of preview

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just noticed that you posted about letterboxing

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what you do mean by that?

quasi mulch
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bultin does look better than LWRP while supporting all platforms, so it actually has a viable place IMHO.

builtin scales way, way better than both, so you could have a 60fps mobile tile, and a 60fps console title, that looked better than if you chose LWRP.

So it does depend on the game / dev still. LWRP is strictly limited on how good it can look (mobile to PC port would still lack)

turbid matrix
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can't you just set the viewport to start and end at different positions or is that broken on HDRP version you use?

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or you mean you can't measure perf benefit from that?

quasi mulch
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On the version I use, changing the viewport parameters appears to merely stretch to fill .

turbid matrix
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oh

quasi mulch
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You never get black bars, which is what I want

turbid matrix
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in editor too?

quasi mulch
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I didnt test build because it takes forever, but with builtin it worked fine in editor

turbid matrix
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for some reasons, those controls did work for me when I tried even split screen setup

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only to find later on that they patched the HDRP to support that kind of setup only several commits after I tried it and saw it working on my end

quasi mulch
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4.8 (2018.3)

turbid matrix
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it could be that I was on 5.x.x at that time already

quasi mulch
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I could render opaque meshes with infinite depth first for top and bottom I suppose

turbid matrix
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they are now at 6.x.x, it's nuts πŸ˜„

quasi mulch
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yeah the major version was to keep in sync with unity wasn't it

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kind of silly with semantic versioning

turbid matrix
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I think so

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for 2019.2

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it still runs on 2019.1 but I don't expect it to keep that way

quasi mulch
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So V3 post stack - any improvement?

turbid matrix
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it's mainly a different place to keep the components, they are giving better motion blur to it (I'm not sure if that PR is integrated) and some exposure changes etc

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basically now everything is in the HDRP scene volume

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so, all in single asset again

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it makes a lot of sense

quasi mulch
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The exposure was expected, I guess the motion blur needed a tweak as HDRP has its own jitter

turbid matrix
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as having two different volume setups was kinda silly

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that's from the changelog

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they also got new ambient mode

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I guess it makes dynamic lighting from sky easier but I haven't digged in to it's details

quasi mulch
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I need panini slightly but I worry about technique. If done on render texture could be higher bandwidth

turbid matrix
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panini definitely works already

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I briefly tested it

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I don't have use case for it tho πŸ˜ƒ

quasi mulch
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nice but perf could be hit with it I guess. I want it just to adjust the game camera slightly. I used to do it in the vertex shader before (which was sufficient) as a hack

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when making games sometimes you need to counter some distortion when trying to fit more in without it skewing perspective too much, that's the nudge-use-case I have for it

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its utterly useless for your VR taste I imagine

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where is all this?

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19.1?

turbid matrix
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atm these changes only exist in SRP github

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they got new 2019.1 branch and master is now targeted at 2019.2

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these are very much feats they'll not backport to 2018.3 though

quasi mulch
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I will wait for that before upgrading to an alpha because it will signficantly alter our whole lighting work so far, but I anticipated this

turbid matrix
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so expect 2019.1 to have these

quasi mulch
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Yeah I'll wait for 19.1 beta, which should be soon... think its stable?

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ish?

turbid matrix
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btw, I did test the viewport rect thing on this in editor... results were... interesting πŸ˜„

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technically it is only rendering the limited thing

quasi mulch
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how crappy it just draws over it mindlessly

turbid matrix
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but it stretches it to fullscreen in the background πŸ˜„

quasi mulch
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yeh got to roll my eyes

turbid matrix
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I don't think it renders anything extra tho

quasi mulch
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true yeah

turbid matrix
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other than the extra blit

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wonder if it still does this in the build

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when I tried splitscreen, I didn't have this issue as my viewports filled the whole screen

quasi mulch
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I might as well just do borders myself. If I render them right they should allow gpu to reject pixels behind them, making them basically free

turbid matrix
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welp, I can't build this πŸ˜„

quasi mulch
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no?

turbid matrix
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well, it throws errors on building, could be either that this version is designed for 2019.2 or they haven't tested building in this wip branch lately

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it happens more often than you'd think

quasi mulch
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I tend to dip into an early alpha to see what it's all about then resume work on whatever beta i happen to be on at a given time (staying on beta mostly until I feel it's time to stick closer to end)

turbid matrix
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but to the earlier question, 2019.1 alphas have been pretty crash happy for me but a big part of it could have been me fiddling around with these wip SRPs and other previews

quasi mulch
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yeah the first 2019.1 alpha was horrific, bombing me in play mode etc

turbid matrix
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you get tons of errors on latest alpha too if you use SRP from package manager

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it throws the console full of errors from camera + PPv2 TAA

quasi mulch
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doesn't sound like my cup of tea

turbid matrix
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πŸ˜„

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they fixed the camera thing on latest github

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and PPv2.. well, it's not even going to be a thing on 2019.1

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TAA works fine on PPv3

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well, for HDRP that is

quasi mulch
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I want my own dissolve and transition post effects so I hope it's still scriptable

turbid matrix
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PPv2 is still being used by LWRP and built-in renderer

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but I don't think they have the same issue there

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yeah me too

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I actually tried asking about that few times on the forums but those were pretty early posts

quasi mulch
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I like that we're having a nice tailored native post effects stack for HDRP, it deserves a proper async-optimised yebis quality one doesn't it?

turbid matrix
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I hope they get it covered (custom PP effect API for PPv3) before 2019.1 gets out

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oh right

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a lot of the effects now run on async

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that's kinda major change from past

quasi mulch
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yeah I like that. it's not easy to do

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My main job coming up on my game is to look into what is the most efficient method to render the environment (level). I am currently going classic - just meshes and umbra. Bit of lod. I'm going to have to dip into this megacity sample though. Assuming it would be an improvement that is...

turbid matrix
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actually

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I now tried the release/2019.1 branch from SRP git

quasi mulch
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oh they ficed it!

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fixed it!

turbid matrix
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so, the wonky thing could have been just me running the master on setup that I shouldn't

quasi mulch
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weird black bar there

turbid matrix
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you mean the shadow?

quasi mulch
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yeah

turbid matrix
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yeah that could be just my settings

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the floor is too reflective too

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I've tested all kinds of shadow filtering settings on this one

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well... this is new πŸ˜„

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I managed to make empty asset

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3 steps below the selection there

turbid matrix
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both also now on staging

turbid matrix
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since it's coming out now, anyone going to give any pointers on how to actually get usable bloom now?

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they moved to "more physically based" thing on PPv3 I think

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but for me, it just blurs the whole screen, I don't want that

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previous ones were with default 0.7 scattering value, here's video with progressive intensity at 0 and full 1 scattering values:

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I honestly don't get this, why would anyone use the new Bloom? the more you add it, more it blurs, but even tiny amount weakens the image quality noticeably

turbid matrix
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on PPv2's bloom, you can make the effect not degrade the whole frame's sharpness

upbeat badger
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do you have this bug withh DoF?

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max radius values above 13 produces this black background even with maximum sample count

quasi mulch
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I think regarding V3 you have to have way more intensity in the scene as V3 + GI are being upgraded to support correct physical lighting values.

turbid matrix
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I'm waiting for new HD Template for it

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I hope they dial in values there that show how they want it to be used

turbid matrix
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4.9.0 made it already

turbid matrix
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well, 5.3.1 now at github and staging

quasi mulch
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oh dynamic res support for HDRP is there

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screw it all, 60fps or death

turbid matrix
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should probably spend some evening trying to make Unity's FPS Sample run well

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like, try to remove all the expensive stuff

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it runs like 30fps for me in the editor on my GTX970

quasi mulch
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I gave that a go, it's really inefficient in a lot of ways, it will hammer your GPU hard and the unity editor itself is in no way equipped to handle drawing widgets with HDRP on that scale - that alone is half the problem

turbid matrix
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I did build it too but can't remember how it ran standalone

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I didn't really have issues navigating the level itself

quasi mulch
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in fact the entire thing is a complete artist-driven pig of a scene that smashes unity's editor and runtime and thats fantastic news as it will give unity a lot to work with to improve

turbid matrix
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BOTD environment was worse on that aspect

quasi mulch
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not even sure why unity's scenes are so heavy

turbid matrix
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2019.1 also now got texture streaming in editor

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it might help on heavy scenes like that a bit

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but they still have to fit all the geometry there at once still

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can't wait until we get that ECS renderer streaming in the editor out of the box

quasi mulch
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well megacity. that's the end game here, all streamed and only really existing if it has to. without me doing any work I hope looks at unity with pathetic droopy eyes

turbid matrix
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and I seriously hope we get that tech this time integrated

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and not just "we put it in megacity, it's all there, we don't merge it to main engine this time either" πŸ˜„

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at least they merged some of the BOTD improvements to the main HDRP

quasi mulch
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dude!

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the ECS renderer thing!

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I want it ASAP

turbid matrix
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well, the renderer is mostly available already

quasi mulch
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In which sample?

turbid matrix
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just the automated world streaming part isn't

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it's not in sample

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but they have Hybrid Renderer package on PM

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it's partly old rendering stuff from Entities package but they got new renderer + some extra stuff for the lod + culling setup afaik

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I still bet MegaCity will be the first sample we get on this stuff

quasi mulch
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How long does active scene conversion take, for a given example scene?

turbid matrix
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I didn't test it on any fully dressed scene so hard to tell, I wouldn't expect it to take long still as instantiating this stuff on ECS side is really fast

quasi mulch
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oh I mean - is it less than a second for a typical game level ?

turbid matrix
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but you still wouldn't really want to do this runtime yourself as you'd then still pay the cost for first loading up the traditional gameobject scene and then convert it and then destroy the old gameobject scene

quasi mulch
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yeah I know but for a friend who has already got his procedural game in place, I think he would prefer to just press an optimise-me button in this case

turbid matrix
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I can't really tell on that as I haven't tested case like that, but it's not really meant to be used at runtime, idea is that you use it in the editor and serialize the ecs world for faster loading at the actual runtime use

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ah, you mean like that

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case like that would require some extra thought

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also worth noting that this is moving things to pure ECS, I dont think you can run hybrid stuff from the same level you convert anymore

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so, no physics, audio etc

quasi mulch
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In my case it would be used for some simple physics (bouncing rocks and debris) plus the task of rendering the world, obviously, so I don't really need the physics engine nor audio etc

turbid matrix
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ECS audio stuff is coming up next though

quasi mulch
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its just a case of "unity, will you take this static stuff and optimise it pls"

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yeah i'm not worried i'm prepared to do whatever it is that's painful to be as high perf as possible

turbid matrix
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I think there are also some examles on the forums on how to use procgen meshes at ECS

quasi mulch
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I really would love 60fps on console

turbid matrix
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but I haven't really looked into that myself as it's not been relevant for myself

quasi mulch
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Problem is I dont want to guess. I've guessed and forged my own paths for 35 years worth of coding. I want Unity's smart engineers to make it perfectly clear what my task is. Frankly it pisses me off having too many options πŸ˜ƒ

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I want results!

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slams table

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Tell me how to build a better car and I will happily follow that, rather than the much more expensive task of guessing what the optimal workflows are you know?

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So I want Unity to lead a lot rather than their historic approaches of "we'll just leave the tech dangling and let the users show us where to go with it" - this is fine for hobbyists and fine in theory, and exactly what Unity's publically said it's done before, but that's very expensive for me.

turbid matrix
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best way to get answers is to test yourself

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HDRP is kinda high risk thing atm for multiple reasons

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but at least we have fallback options if it fails to deliver on target platforms

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I should do my own more extensive benchmarking on HDRP

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I've done lots of testing and tweaking to make UE4 and CE run on really potato HW

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CE V (3.x was better on this front) is kinda special as the whole engine refuses to run properly unless you got either min 4 hw threads or 4 cores on the computer

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it can't even render few box scene at acceptable frame output speed if you run it on dualcore without HT

quasi mulch
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I'm hoping for a workflow such as pressing a button in the Unity editor and it'll AutoLod, bake a bunch of data and prepare a nice little ECS world for streaming and rendering it all in. This would just be a dream come true for indies.

turbid matrix
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you probably know about Unity's AutoLOD project

quasi mulch
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Yeah not heard much news about it for a year though

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I'm sure they've touched it since

turbid matrix
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I moved it into PM package some time ago, haven't updated it for the recent changes

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it works still with old Unity simplygon plugin if you managed to store it while it was still distributed

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well, I haven't tried it in like 6 months or so but when I did, it worked really nicely

quasi mulch
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Pretty heavy on memory apparently?

turbid matrix
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you could even conf it to automatically generate lods for your imported meshes

quasi mulch
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The hierarchical lod, that is

turbid matrix
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well, you do that on editor so it doesn't really matter if it consumes ram or cpu

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ah you mean that

quasi mulch
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yeah it would need streaming still

turbid matrix
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I'd wait on what kind of setup will be recommended for the ECS renderer at this point

quasi mulch
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But you know, ECS rendering is so quick to prepare that having h-lod may well be of less benefit than just brute force culling and lodding the stuff on screen, for some games, especially non open world

turbid matrix
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one thing about the MegaCity sample that worries me a bit is that it's mainly static world with only flying vehicles being dynamic, but their dynamic objects are not really something that need to exist even for that long

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they didn't really talk much about nonstatic challenges on the renderers lod and culling

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they actually made a lot of assumptions there based on knowing things they had there being static

quasi mulch
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Megacity demo had some harsh pop-in artefacts in the videos at times

turbid matrix
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there was that one moment where that was really noticeable

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but I wouldn't really blame the tech for that, considering they got it running few days before the event first time πŸ˜„

quasi mulch
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Funny how that's always the case though πŸ˜›

turbid matrix
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I can smell that crunch miles away

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I do feel bad about the people having to go through it though :p

quasi mulch
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smells like linux sweat

turbid matrix
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HDRP speedtree branch is still very much WIP

simple vine
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It's been quite a long time for maxQueuedFrames to appear on APIs other than DX and NVN
Is there a reason that there's no ability to set the value on other graphics APIs?
I mean... Triple buffering is far from being an ideal solution for every type of game
So why is it impossible to use anything but Triple Buffering on APIs other than DX and NVN?

turbid matrix
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@simple vine why do you compare that to triple buffering?

simple vine
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Because maxQueuedFrames of 2 == triple buffering in nature

turbid matrix
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it's not really the same thing tho

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queued frames are there to provide more pre rendered frames so gpu can maintain more stable framerate, where true triplebuffering aims to let you use vsync without stalling the rendering when it can't keep up

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while they both aim on similar thing, the implementation is totally different

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former helps even without vsync, but using triplebuffering without vsync is pretty useless

turbid matrix
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and 5.3.1 is now on regular registry, should show up in the package manager

alpine bluff
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It will soon. Just has to go through internal channels :)

turbid matrix
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ah

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@alpine bluff will it immediately show up in the PM when it's done or is there some specific ways to refresh the Package Manager cache manually?

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I've been wondering this for a while

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especially since some 2019.1 alphas have showed sometimes even wrong projects package cache

alpine bluff
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Uh, I’ll have to get back to you on whether it updates automagically.
Only promoted packages go to PM. They have to be signed off by some of our internal teams. So not every package that goes on registry will be promoted - if we deem to have a reason to wait and only promote the next package. We’re definitely promoting 5.3 to be in PM, though - so should be within the next few days.
I’ll ask about cache update tomorrow, when I’m in the office.

turbid matrix
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sure, no hurry, just genuinely curious how that works and how you can manually fix issues if there's some corruption (instead of just randomly trying thing out until it works again)

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and yeah, I'm aware of the promoted thing, this is why I poll your bintray πŸ˜„

alpine bluff
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Yeah, it’s a very good question :p

quasi mulch
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Regarding ST shaders, seems like one would have to still prepare the textures

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and triple buffering is used on consoles quite a lot, it really helps with consistent frame timing, something sadly lacking on the unity side at the moment although seems like there's movement with another go at vsync

alpine bluff
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Re: PackMan updating with new promoted packages: it technically auto-shows in PackMan, but if you already have the window open, you'll have to re-open it for it to load.

turbid matrix
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@alpine bluff so you don't have to even close the editor itself?

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and thanks for checking this πŸ˜ƒ

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I probably should file a bug report for the PM showing wrong packages if I still come across it, it's been reoccurring thing on alphas, haven't yet noticed it on beta

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(it sometimes listed even packages being installed from my other project on completely new project made from stock template)

alpine bluff
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No, just re-opening the PackMan window should do it.

turbid matrix
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ok, that's good to know

alpine bluff
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should, possilbly, I hope, fingers crossed

turbid matrix
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yeah, I know, when it actually breaks, even restarting editor doesn't fix it, you literally have to change some package (or install new / remove) and it then just pops up to normal

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this is why I was interested on where the cache is

alpine bluff
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If you see that kind of issue, please do file a bug report!

turbid matrix
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sure, it's just one of those things that is tedious to repro as I don't have any kind of rational repro case

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even if I wipe library folder from the project itself, it doesn't get fixed

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so sending the project along with the bug report will not likely help anything

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(but who knows)

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I'll definitely backup the project next time and see if it can be used for repro

alpine bluff
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Niceness.

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You might catch an actual bug. You might catch one of those cases where you tap your left foot twice and Unity has a hickup without anyone knowing why. Either way, you'd help us out by letting us know :)

turbid matrix
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I know, it's just so annoying to report things if you can't repro them reliably yourself, chances of people finding the cause is less probable and it's more likely that is just wastes everyones time

alpine bluff
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Yeah, I get that that's a bit of a balancing act.

quasi mulch
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Failed to get anything meaningful from HDRP in the first 2019.1 beta. Just way too many errors, broken things and undocumented API changes. In addition the onyl HDRP version I could obtain was 5.3.0.

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I would imagine I should be using 5.3.1+

quasi mulch
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@Olento - saw your post regarding 5.3.1 so perhaps I ought give 2019.1 another spin.

turbid matrix
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@quasi mulch did you get it running?

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for others interested, you can take it for a spin with json "com.unity.render-pipelines.high-definition": "5.3.1-preview", on your manifest, no need to add staging registry

quasi mulch
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I'll give it a bash in a bit for sure

turbid matrix
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LWRP got new template on staging now, it's setup for 5.3.1

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so, HD template will probably follow soon (I wouldn't be surprised if this is the reason why Unity is still hiding the 5.3.1 from PM)

quasi mulch
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I will wait for the mystical 5.3.1

turbid matrix
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@quasi mulch I was reading this: https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/HDRP-tier-2-manual(.md)-documentation/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md```Differences between Forward and Deferred rendering in HDRP
Visual differences

Normal shadow bias: In Forward mode, HDRP uses the geometric normal (the vertex normal) of the Material for shadow bias. This results in less shadow artifacts compared to the pixel normal that Deferred mode uses.

Emissive Color: In Deferred mode, due to technical constraints, Ambient Occlusion affects Emissive Color. This is not the Case in Forward mode.

Ambient Occlusion: In Deferred mode, HDRP applies Ambient Occlusion on indirect diffuse lighting (Ligthmaps and Light Probes) as well as the Screen Space Ambient Occlusion effect. This results in double darkening. In Forward mode, HDRP applies the minimum out of Ambient Occlusion and Screen Space Ambient Occlusion. This results in correct darkening.

Material Quality: In Deferred mode, HDRP compresses Material properties, such as normals or tangents, in the GBuffer. This results in compression artifacts. In Forward mode, there is no compression, meaning that there are no compression artifacts.
#

I was aware that forward has advantages on some of these things but I expected them to list some pro's for deferred here too, but they pretty much only tell that deferred does things wrong πŸ˜„

#

like, on the current implementation

true zealot
#

b-b-b-b-ut tons of tiny lights?

turbid matrix
#

it's not as big issue with current approaches

quasi mulch
#

oh!

#

So why deferred?

true zealot
#

lights, tasty buffers

#

everyone loves to sample a buffer

turbid matrix
#

in HDRP, they aim to have feature parity between forward and deferred, so you get most feats on both

#

but yeah, gbuffer is handy for all kinds of things

quasi mulch
#

yeah but - why deferred, if you don't even use many lights?

true zealot
#

decals are nicer, there's lots of nice buffer hacks

quasi mulch
#

I'm only interested in peformance anyway, the visual quality difference isn't going to be pronounced

turbid matrix
#

this (and the slides linked there) explain some of these things

#

would have loved to have that with audio (video) πŸ˜ƒ

quasi mulch
#

yeah I guess in the end i'll just test it in forward and deferred and whatever's faster will win

turbid matrix
#

I mean, the actual talk

#

you lose a lot of context with just getting the slides

turbid matrix
#

hmmmm

#

when I use SSR with MSAA, I now notice some streaks on the reflection in motion

#

could be one reason why they've disabled it

indigo summit
#

Guys is the Fixes from HDRP 4.xx already included in the current 5.xx ?

turbid matrix
#

@indigo summit they are not originally from 4.x but same fixes are on 5.3.1

#

5.2.3 on PM is outdated

indigo summit
#

ah i see

#

now that make sense

#

i was wondering why scenedepth and scenecolor node are still having a broken UV

#

since those were fixed in 4.8

turbid matrix
#

Yeah. Hdrp had a long stall for 5.x.x releases due to big changes on it

#

4.x kept getting backported fixes meanwhile

#

(plus 4.x specific fixes)

indigo summit
#

Alright thanks for the information

#

i was merely curious since 2019 are entering beta

turbid matrix
#

seems like they wanted 5.3.1 to be available for it (it still kinda is, you just have to modify the version number manually from manifest atm)

#

if I had to guess, they are waiting for matching HD template to be finished

quasi mulch
#

Is it up? 5.3.1 I mean?

turbid matrix
#

@quasi mulch still need to add through manifest

quasi mulch
#

Then I shall sulk and I shall wait.

ivory nebula
#

hey, any obvious reason i'm missing that point lights are not working when I upgrade my project to LWRP?

#

2018.3.3 with RP 4.9.0

ivory nebula
#

nope, they work but the intensity has to be massively increased

#

like 5 -> 5000, is that normal?

turbid matrix
#

probably use different unit now

#

there's a dropdown selection for the type

#

or well, I don't really know how it looks like on LWRP atm

ivory nebula
#

yeah, no dropdown in the LWRP

indigo summit
#

speaking of lights is Lighting in render pipeline using a physical unit now?

quasi mulch
#

it's intended but not sure which version πŸ˜›

#

I mean they all are but the supporting tech needs it

#

exposure, gi etc

#

post

turbid matrix
#

I dunno about these light levels, I now tested more realistic values for night time and really struggle to get anything decent looking with it

#

probably yet another thing where you just have to learn how to tweak the odd mix of procedural sky lights,, exposure and bloom

#

having these this dependent on each others is what's causing me the headache

#

but I also know that this is how things go the more physics based you make things

#

this is actually a really relevant thing in all physics, like for example those vehicles I work with. If you make things more physically accurate, things start to depend on about everything and it's quickly a game designers nightmare to tune things to feel good

#

this is also one benefit of making arcade racers (instead of simulations) as they allow you to spoof so many things in physics

turbid matrix
#

I can't remember last time they had this many PR's stacked waiting

#

usually that figure is ~30

sly sentinel
#

more post-processing

faint kraken
#

πŸ€”

#

so post-post-processing?

sly sentinel
#

does that make the other one pre-post-processing?

turbid matrix
#

I guess there can be things you don't want the post processing to effect, but then it would seem nicer if you could just mask those objects, with stencil buffer of something and not run PP for those parts?

#

extra pass for that mentioned use case sounds expensive

sly sentinel
#

(being serious now) ya im not sure

quasi mulch
#

Still not sure on if I should be using forward or deferred with HDRP so any docs listing the pros and cons of both would be really welcome πŸ˜ƒ

quasi mulch
#

Weirdly I get slightly higher perf with MSAA on in forward with TAA on as well. I don't understand it, but there it is. Turning MSAA off lowered performance slighty. The only rationale for this must be that the MSAA option is toggling other stuff too.

elfin osprey
#

Are you sure TAA is actually running? Iirc TAA and MSAA are incompatible on HDRP, but that may not be true anymore

quasi mulch
#

Yeah I eyeballed for that and saw it looked rather antialiased still so I was a bit confused.

elfin osprey
#

check the frame debugger or another frame profiler

#

TAA should have specific markers

quasi mulch
#

Hmmm... deferred is only useful in HDRP context for all the lights possible, right? Because I noticed that HDRP does a prepass on decals even in deferred

#

(and perhaps for blending cubemaps or such)

#

I'm really frugal with light use - old habit so I'm wondering if it's just better to go forward with HDRP (the shadow quality is pretty lovely)

#

using PCSS high option

#

I see it (sorry for rambling if anyone's reading):

"Deferred rendering in HDRP is faster in most scenarios, such as a Scene with various Materials and multiple local Lights. Some scenarios, like those with a single Directional Light in a Scene, can be faster in Forward rendering mode. If performance is not so important for your Project, use Forward rendering mode for better quality rendering."

This is what I expected but with a fully async pipeline led by seb and nat I have absolutely no interest in making assumptions. The gods of rendering @ seattle and paris are beyond my feeble pixels.

turbid matrix
#

@quasi mulch many lights thing doesn't really apply the same way on modern forward renderer like Unity has on HDRP

#

uh?

#

they still say deferred is faster?

quasi mulch
#

yup.

#

This WHY I'm not assuming.

turbid matrix
#

I'm pretty sure Seb wrote in the forums that difference shouldn't be noticeable between the two when comparing the deferred and forward

quasi mulch
#

It does seem that HDRP loses it's performance gains from deferred over time as things like decals move to a forward approach anyway

#

(prepass)

#

But if the comment was back when decals were purely deferred then ...

#

that was ages ago though

turbid matrix
#

better this always make your own benchmarks on your own scenes IMO

#

what you truly get is what matters

quasi mulch
#

Yeah that's actually way harder with async compute based engines

#

cos you benchmark fine in a 980 for example, but the same kind of hardware spec can be really bad perf on a similar gpu

#

Here there is absolutely no measurable difference between deferred and forward that I can measure but I bet you a GPU with slightly less compute grunt or different drivers would tell a different story

#

Unlike builtin rendererer

#

I guess at this level it's all about magic wizard things like wavefront occupancy and so forth

#

Re: PCSS option - is this nvidia only? what happens with AMD?

#

I suppose it just goes to show, even an indie needs to spend resources testing with valuable QA for different machines etc

#

Even more now

#

I found no visual change for anything except high quality shadow option with forward.

turbid matrix
#

@quasi mulch I've assumed PCSS works just fine on AMD but never tested it there

quasi mulch
#

Maybe the fall back or have own implementation

turbid matrix
quasi mulch
#

I need all this documented

#

Yes let me confirm once again.

turbid matrix
#

I know HDRP doesn't check the last one by default

quasi mulch
#

In my version, it correctly greys out the options which aren't compatible so I couldn't get it wrong if I tried

#

surprised your advanced future version doesn't do that πŸ˜›

#

hmmm

#

It is slightly a concern that deferred isn;t any faster, that's all. I imagined deferred to be quite a bit faster, and tiled lighting (essentially forward+ right?) to be faster up to at least a typical amount of lights like 20 or so

#

in my case I don't use many lights at all due to force of habit, they've always been horror stories on perf

#

Heck even overwatch only uses one light, the rest is probes and bloom

#

....bloom we can no longer exploit πŸ˜„

#

kidding

#

Well. seeing absolutely no real reason to be using deferred on this particular machine right this moment

#

What I'd love is a strong personal recommendation from any Unity staff. It's nice to have some advice

turbid matrix
#

I've always favored forward so I'm just happy we finally get higher tier engine and renderer with good forward support πŸ˜ƒ

#

I used forward in built-in renderer too but there you got more downsides, like the lights really hurt the perf + no SSR, no control for direct lighting on SSAO etc

elfin osprey
#

Depends how many lights you have per tile though right, if you start stacking them or have really high radius punctuals you should start seeing more and more difference afaik

#

does HDRP debug menu have a light heatmap view?

quasi mulch
#

I tried it's tiled view but it isn't working so hot in the 4x branch, will try again in 5x as soon as 5.3.1 pops up

#

MaterialFeatureVariants is showing nicely - the others not so much

elfin osprey
#

cool view πŸ˜„

quasi mulch
#

Hehe i'm becoming nerd for this stuff

elfin osprey
#

just remember that F+ excels with small radius punctual lights

quasi mulch
#

The game is set around sumerian times, so lots of torches light shafts etc but typically just a dominant dir light for sun/moon so I imagine all those fires will be fairly punctual

#

really interesting option though the feature variants one. I guess this means long compile time rather than how expensive it potentially could be

elfin osprey
#

is it not the bit of the variant being used?

quasi mulch
#

To be honest I'm struggling to see a situation where most lights would not be punctual

elfin osprey
#

cant say ive used that at all

quasi mulch
#

I've no idea. Half of the options don't work or will work depending if its deferred or forward

elfin osprey
#

the situation would be lots of wide, long ranged spotlights or long range points

#

lots of overlapping lights is really bad for Forward even if its tiled

quasi mulch
#

I can pretty much guarantee 2 in most cases with the occasional third (dir + local point)

#

i don't think I will overlap more than 3 most of the time

elfin osprey
#

then youre probably a good case for F+

quasi mulch
#

In fact why would that not be the case for most games anyway with decent GI and probes to fill things out

elfin osprey
#

cities at night...

#

nightmare for forward

quasi mulch
#

The night time city thing is something I would immediate look at masks for or a whole bunch of sprite style light, even bloom with emission

#

with them swapping to realtime as you grow near

#

(really can't spell today, just got over flu!)

elfin osprey
#

haha no worries

quasi mulch
#

Would even AAA render a city at night with realtime lights? It seems that the fakery for this is more than sufficient to pass muster for most gamers

#

In GTAV it seems that they fall back to some kind of geometry shader as early as possible for lights

elfin osprey
#

yea "as early as possible" is key here i think

#

otherwise youd have hundreds of overlapping lights πŸ˜›

quasi mulch
#

I suppose shooting for F+ is the best bet with deferred being a lazy fallback for indies or arch vis with more hardware than sense? πŸ˜„

#

(or artists that must have the TRUTH)

elfin osprey
#

imo it makes more sense when you have blendable gbuffers ala destiny

#

then you can have full deferred decals and run 95% of your rendering in deferred

quasi mulch
#

Will that happen before 2019.3 though? In my case I love decals + mesh decals. In fact I don't think I'd ever tire of decals. I wrongly assumed before today that deferred somehow had the perf edge given my decal (but not light) abuse

elfin osprey
#

well HDRP gbuffer isnt blendable, and were shooting for feature parity between deferred and forward (as much as possible)

quasi mulch
#

Ah right I guess it's basically really that F+ is the way to go

#

Actually book of the dead is just one light isn't it? surprised that was deferred

#

I'd have probably gone with LWRP if it was as nice looking - I just think we would've cried too much without the lush volumetric stuff

elfin osprey
#

it sure is a choice πŸ˜›

#

im using LWRP for my game

quasi mulch
#

Do you have a link to your game

#

?

#

Is LWRP much faster though? It gives me anxiety to think about how many optimisations must be lost not having all that async compute shadery goodness.

elfin osprey
#

its a multi-planet civ-like

quasi mulch
#

I'm a major fan of civ up til 5 (not tried 6 cos didn't like the dodgy sales model so far)

elfin osprey
#

I gave in and learned to love 6

quasi mulch
#

This looks chunky and cute as heck

elfin osprey
#

i chose LWRP for a few reasons

#

but mostly the flexibility

#

i can modify it to add or remove whatever I want

#

I could with HDRP but the overhead of the base complexity is non-trivial

quasi mulch
#

I said on forums I wouldn't ever want to modify HDRP, I feel it's a bit above my pay grade on top of making the game itself

elfin osprey
#

exactly, i feel like youd need to hire someone just to manage the renderer

#

which is fine, thats the price you pay for the AAA quality

quasi mulch
#

I am super interested in LWRP though if I can just get the visual bar higher and its actually faster performing on console hardware (I can't assume)

elfin osprey
#

well the visual bar is what you make of it πŸ˜ƒ

#

as you can see I added SSAO

#

and atmospheric scattering

quasi mulch
#

You're shit hot at this stuff tho πŸ˜›

#

My engine expertise pretty much ran out 10 years ago I think! πŸ˜ƒ

#

the SSAO is awesome. I tried a modification not long ago from github for LWRP by some dude, but I believe the API changed too significantly for it to work

#

(It was just to enable the PP V2 version AFAIK)

elfin osprey
#

yea it was to enable V2 MSVO

#

Which is what i have done also

#

Its actually a lot easier now than what that guy did πŸ˜›

quasi mulch
#

LWRP is allowing some compute stuff through the door soon isn't it?

elfin osprey
#

Cant say for sure, but that was always the plan

#

Dont lean on it, but support it

quasi mulch
#

Nice, it seems like the best of all worlds then

turbid matrix
#

afaik visual effect graph itself should be using compute on LWRP when they get it there

elfin osprey
#

Im working on more material types for it too, got SSS and clear coat going atm

turbid matrix
#

probably not the same thing you are not thinking about tho

quasi mulch
#

Even HDRP has learned the lesson that compute is not necessarily faster, specially with the switch optimisation (pyramid via shader instead). I was thinking though, I doubt HDRP will ever be really an actual serious choice for that console

turbid matrix
#

oh you saw that discussion too?

quasi mulch
#

SSS in LWRP? I saw your twitter post on that and slobbered over it

turbid matrix
#

or was it on the forums?

#

I just track the HDRP PR's somewhat and read some of the discussions πŸ˜„

quasi mulch
#

VFX is also able to run on cpu though

turbid matrix
#

Voxelized ShadowMaps is able to render scene with high-quality and many-lights shadow.

quasi mulch
#

in my game we can shift from HDRP due to nondestructive workflow

#

(substances etc)

#

I'd only do it if there was some kind of proper guarantee we'd get more framerate etc

elfin osprey
#

Interested in that voxelised shadowmap!

#

first im hearing of it

quasi mulch
#

Same never actually heard of the concept before

elfin osprey
#

idk if its appropriate for HDRP also, but it might be that its just easier to get working in LWRP, then potentially port

quasi mulch
#

That's very true

elfin osprey
#

Thats why SG supported LWRP first πŸ˜›

#

same for ASE

quasi mulch
#

re vox shadowmap - I'm guessing just for volumetric light?

#

or perhaps raytracery goodness

#

πŸ€”

turbid matrix
#

@elfin osprey I kinda assumed that too

#

also haven't really tested that myself due to it being LWRP

quasi mulch
#

LWRP would be perfect if it had a bit more sexy time with post effects and general lighting

turbid matrix
#

my assumption would be that it would kinda do similar things as UE4's volumetric lightmaps

#

not meaning the implementation but the use case (bake the lighting on the volume and apply it to dynamic objects in realtime)

#

occlusion probes kinda do this for occlusion alone

elfin osprey
#

voxelise all the things...

turbid matrix
#

still issue if you need realtime lighting πŸ˜ƒ

#

even Cryengine now precomputes their voxelized data for GI (or has option for that)

quasi mulch
#

hmmm "voxelise all the things..." can only mean secret fantasies of generating entire little planets for civ meets mario galaxy sort of stuff ...

turbid matrix
#

and that engine has always been about dynamic lighting only

#

if the voxelized shadowmaps is similar on Unity, I can see that being handy for dynamic stuff on otherwise static lit environments

quasi mulch
#

oh I see, well that's not really something you notice once you got good probes laid out

turbid matrix
#

for some reason, none of the UE4 devs I know (and I know ton) were really excited about that feature, yet most still used baked lighting still

elfin osprey
#

yea LPPV helps with characters too

#

expensive tho

quasi mulch
#

Yeah, we find it's really situational where you'd need that kind of lighting. It's basically the same as LPPV

elfin osprey
#

trying to use baked lighting on shadow of the colossus πŸ˜›

quasi mulch
#

Maybe you're just really small....

elfin osprey
#

have fun interpolating 4 probes for that 100ft thing... lol

quasi mulch
#

The LWRP chat has actually got me thinking though: how much of HDRP do I truly need?

elfin osprey
#

a good question to ask yourself πŸ˜›

turbid matrix
#

I want that SSR πŸ˜„

quasi mulch
#

Well I can't really live without lush post. My bro does most of the art and he's an artist's artist and he'd sulk until the sun rose and set until the end of time if I pull the rug from him with light shafts. They're his main gig

turbid matrix
#

PPv3 is coming to LWRP too but SSR isn't really part of it, it's HDRP feature itself

quasi mulch
#

HDRP does those so nicely

#

don't care about SSR

turbid matrix
#

yeah, I can see your art style not really needing it

elfin osprey
#

yea well unless you want to write your own volumetric system on top of LWRP πŸ˜›

quasi mulch
#

All we need is some form of nice volumetric lighting going on... and some nice SSAO

#

by some form I mean, I'm open to how realistic it might be, can be quite shoddy so long as we can make people go oooh

elfin osprey
#

advantage for me, at this big a scale i dont really need volumetrics

#

i can live with scattering only

quasi mulch
#

But imagine f that tiny world had little clouds casting little shadows from little tiny buildings in a diorama that is just full intrigue ....

elfin osprey
#

i can fake that πŸ˜›

quasi mulch
#

^ why indies never finish

elfin osprey
#

imagine trying to render that with volumetrics on a switch πŸ˜›

#

or in VR πŸ˜›

quasi mulch
#

no problem - in 5 years or so πŸ˜›

turbid matrix
#

chances are VR is not a thing in 5 years πŸ˜„

quasi mulch
#

There's really no way HDRP is suitable for switch although I give them credit for trying

turbid matrix
#

altho I do personally think it'll remain the small niche thing it is now

#

you know something HD team doesn't? πŸ˜„

elfin osprey
#

I agree mate, but theres a relatively big market for VR games

#

its a niche market, but that market is desperate for real games, with so few options

turbid matrix
#

ah, yes, there's a ton of shovelware there

quasi mulch
#

I think VR will keep shrinking and find some kind of purpose

#

AR is an everyday thing on phones people no longer really fuss over

#

my eyesight's gotten worse quite rapidly in the last 2 years, it's sudden

#

seems like vasline smeared on my eyeballs

#

I get the sense though that HDRP is really designed to be a forward+ renderer, since the deferred option only benefits many more lights and nothing else.

elfin osprey
#

well, there are other advantages

quasi mulch
#

Actually I'd like to see where maintaining 2 versions of the codebase even makes sense in the real world. How many overlapping lights really occur?

elfin osprey
#

gbuffers are incredibly useful

#

SSAO in forward is always affected by direct lighting in forward for example

#

which is wrong πŸ˜›

quasi mulch
#

True but not an issue for a stylised game, on the flipside you get double-darkening in deferred

elfin osprey
#

its a complicated issue πŸ˜›

#

my perfect renderer is 100% deferred though πŸ˜›

turbid matrix
#

this was on the HDRP's upcoming docs: Ambient Occlusion: In Deferred mode, HDRP applies Ambient Occlusion on indirect diffuse lighting (Ligthmaps and Light Probes) as well as the Screen Space Ambient Occlusion effect. This results in double darkening. In Forward mode, HDRP applies the minimum out of Ambient Occlusion and Screen Space Ambient Occlusion. This results in correct darkening.

elfin osprey
#

hmm thats annoying

#

so why not just not bake the AO? πŸ€”

turbid matrix
#

also, I dunno how they do it in HDRP but you can get PPv3 AO to ignore the sunlight in forward

#

there's a slider for it

#

although for some reason it works the opposite for me than what I'd expect (Direct Lighting Strength set to 0 mean you get no SSAO on lit areas and same value set to 1 seem like AO everywhere)

#

oh wait, the direct lighting strength means AO's strength in this case

elfin osprey
#

so its a contribution strength

turbid matrix
#

it's still kinda opposite what one would initially think it means

elfin osprey
#

but PP V2 has it as boolean value

#

ambient only mode

#

but yea no idea how that works in forward :/

turbid matrix
#

me either but I'm happy it does πŸ˜„

elfin osprey
#

whatever, full deferred ftw πŸ˜›

turbid matrix
#

forward all the way!

elfin osprey
#

either way, down with hybrids πŸ˜›

turbid matrix
#

you'd still kinda want hybrid if you have deferred, for the proper translucent stuff if you have such

elfin osprey
#

nahhh

#

dither it all in deferred

turbid matrix
elfin osprey
#

fix it in post πŸ˜‰

turbid matrix
#

you mean TAA?

elfin osprey
#

yea

turbid matrix
#

yeah, not happening πŸ˜„

elfin osprey
#

TAA + dithering = ❀

turbid matrix
#

TAA ghosting = πŸ’”

elfin osprey
#

its a lot better if you dont have any transparents xD

#

plus nothing some motion blur cant fix πŸ˜›

turbid matrix
#

yet another thing I hate with passion πŸ˜„

elfin osprey
#

haha maybe the full deferred path isnt for you πŸ˜›

turbid matrix
#

well, motion blur can be nice, especially for cinematics

#

but I dislike putting big focus on art and then just blurring it all away

elfin osprey
#

"putting big focus on art"

#

then you know how to fix it πŸ˜„

turbid matrix
#

yes, by not using TAA πŸ˜„

elfin osprey
#

or by not using art πŸ˜›

turbid matrix
#

yeah, noisy textures are poison

#

so, ditch the textures

elfin osprey
#

yep, works great for flat(ish) shading

turbid matrix
#

that I can agree with

#

works great on somewhat static and slowly moving things too unless you run at really low framerate

elfin osprey
#

yep

turbid matrix
#

as the delta per frame keeps small

elfin osprey
#

but flat shaded at 60fps is perfect

#

and if you dither + TAA everything you can run your post stack at really low samples/downsampling

#

get great performance

quasi mulch
#

Deferred is probably going to be less exensive the more objects you have on screen come to think of it

turbid matrix
#

in my use cases, the engine I've tested more thoroughly have been faster in forward than deferred by huge margin

#

but like mentioned before haven't tested HDRP in particular

#

but then again, I've mainly tested for lowest scalability settings as those are the things I care the most

#

in UE4, I could almost double the framerate on nvidia gt610 when in forward

#

that's mainly coming from less overhead on the renderer itself

#

once you start stacking feats on it, it starts to even out

elfin osprey
#

yea up to a certain point the cost of the gbuffers alone is a lot

#

thats why deferred on mobile doesnt usually work out

#

its still theoretically faster, especially if its on tile

turbid matrix
#

CE had separate mobile gbuffer setup for this

elfin osprey
#

but no ram for the buffers πŸ˜›

turbid matrix
#

it was a lot faster as there was less things there

#

but their forward was also way faster (than any of their deferred options)

elfin osprey
#

thats smart though, mobile specific gbuffer layout

turbid matrix
#

yeah, I'd frankly expect everyone to do something like that if they target deferred and mobile both

#

I don't do mobile myself, only checked those things as I could apply them on desktop for weaker platforms

elfin osprey
#

Yea weve prototyped with deferred in LWRP.

#

with a slim gbuffer

quasi mulch
#

16 bit buffer πŸ˜›

elfin osprey
#

1bit, smooth or not, deal with it

#

normals, up? or not...

quasi mulch
#

We can use vertex normals like real men

turbid matrix
#

Epic actually ditched normalmapping from their "simple forward" mode they built for Paragon's low end players

quasi mulch
#

loop through every vert 8 times in the vs, for lights!

elfin osprey
#

lights? why bother

turbid matrix
#

they only did the bare minimum feats for that mode that still looked fine for that specific game

#

it was all baked lights too

elfin osprey
#

yea, nice

quasi mulch
#

INDEED! just paint it, pixel by pixel.

want shadows? use paypal and Kink will photoshop them in

elfin osprey
#

i wish i could use baked lighting for my game

#

im so used to leaning on baking at least the indirect

quasi mulch
#

It's not totally insane to render them at runtime, cached shadowmaps, blur pass, sorted

#

makes it look way less artefact prone than it is

elfin osprey
#

sure, just not used to not being able to lean on the prebake πŸ˜›

#

culling also...

turbid matrix
#

I do like the additional shadow control now on HDRP

#

you can finally tweak more things there

#

it used to be quite pain to get anything decent with the built-in renderer on shadows

#

like, without 3rd party changes

pallid gyro
#

I'm using the Light component from HDRP.

elfin osprey
#

@pallid gyro I believe they are actually part of the HDAdditionalLightData component

#

You can draw whatever UI you want for existing engine side components (and require extra components per RP) but you cant actually store new member variables or execute new code there

pallid gyro
#

Thanks @elfin osprey !

woeful ice
#

Hi, on LWRP i am getting a black screen in the editor, and the loading screen in the headset (like the white grid area, but darker that only appears once we load the game). I have tried removing post, updating SteamVR, changing from "single pass" to "single pass instanced" and back again, turning on/off HDR on camera and LWRP asset.

#

Anyone encountered this? The tickets i saw submitted to Unity were all marked as "non-reproducable", which was weird considering that there were ~10 of them

true zealot
#

is the scene view black or just the headset?

#

If the scene view is black just right click on the LWRP package in the project view and reimport it

#

sometimes just reimporting the shaders fixes it

#

if it's just a GameView thing, perhaps someone else has some ideas

woeful ice
#

scene view black, headset in dark steamvr scene.

#

I will try the reimport, thanks πŸ˜ƒ

#

no luck unfortunately

#

This has been occuring on and off throughout dev since switching to lwrp. We also switched to 2018.3 at the same time, so we've had a hard time separating whether it was 2018.3 or lwrp that is affecting it, but we are 90% sure its lwrp

true zealot
#

Whenever I get the render pipeline blackness usually some combination of reimporting fixes it and then I rarely have it again. It's a regular thing I get when starting up Unity or first starting a RP project. Buuut if the reimport doesn't fix it for you: πŸ˜”

woeful ice
#

Would doing a "reimport all" break anything? Worth a shot maybe

true zealot
#

I don't think it's worth the time

#

It just takes ages, and I doubt it will help, if reimporting the RP-related stuff doesn't fix it (or reimporting specific parts of it) a Reimport all probably won't

#

the problem is likely related to the RP and not the rest of the project

woeful ice
#

How unstable is 6.0.0 lwrp? The changelogs have a few VR fixes, and i could grab it from github

true zealot
#

no idea, sorry

woeful ice
#

all g, you arent an all knowing Unity God haha

turbid matrix
#

@woeful ice you shouldn't use master for 2019.1 or 2018.3, upcoming 6.0.0 is for 2019.2

woeful ice
#

ahh thanks. hadnt upgraded it yet, still on the max package manager version (4.0.1 i think), because i figured it would be something like that.

true zealot
#

I have 5.2.3 on 2019

turbid matrix
#

2018.3 should have 4.9 on PM

woeful ice
#

yup, just checked, im on 4.9

#

my memory envies swiss cheese

#

I dont have a changelog for shadergraph, but is it possible that it might be affecting this? im a few versions behind with it

turbid matrix
#

you should use matching set

true zealot
#

it's a dependency that matches isn't it?

#

maybe it isn't back then πŸ˜›

turbid matrix
#

only if you don't manually install it as well

true zealot
#

is there any reason to manually install it any more

#

if you're using a SRP

turbid matrix
#

not really, unless you use set from github or use local packages

woeful ice
#

I think I first installed LWRP before it was a dependency, and it came out after that. Still all through the package manager, but I just updated it then and it made no difference.

turbid matrix
#

if you use file: thing on manifest, it can't automatically load the dependencies if they are not in actual registry

#

but on regular PM stuff, you don't need to install core or SG separately

#

as they get included as dependency

#

on 4.9, they seemed to put PPv2 as dependency as well, at least for HDRP

true zealot
#

yeah, the updated PM stuff is slowly getting there on the niceties

woeful ice
#

I narrowed it down! I disabled my prefab at runtime and spawned a new camera and it started working, so now I just feel like an idjit. Gonna trawl through my camera options, etc, and see what affects it. I'll let you guys know if i find a specific option that kills it

woeful ice
#

okay, you guys are going to love this. The new camera I implemented works perfectly. Even when it has the exact same settings as the old one. Same components, same tags, same 109.845 fov. However, if I right click on the non-working camera, and copy components and then paste into the new camera... the new cam stops working. So, at this point im just concluding that something somewhere that I cant see or affect has gone wrong, and hopefully this new camera will not do the same πŸ˜› Thanks for all the help in this guys!

true zealot
#

have you poked around in Debug mode?

#

it's probably just missing something that's hidden

woeful ice
#

oh good point! I will just check

true zealot
#

but also there can be hidden serialized stuff that doesn't even appear in debug mode (why, Unity, why)

woeful ice
#

^ thats what I figured this was, but I was wrong! Viewport rect in normal inspector was 0,0,1,1 but in debug it was 0,0,0,0! Which is just a whole lot of wtf, but im guessing its due to the fact that lwrp cant do cam stacking. They might have changed something behind the scenes to try and stop this from happening but which resulted in this.

#

At least I know!

rain flower
#

There is category for remder pipelines?
Maybe someone here will know:
Is there an option to change sorting axis in LWRP

dawn sorrel
#

So, if I don't really care about many lights, volumetrics, SSR, and general post quality in general, would LWRP be the better option by default? (compared to HDRP)

quasi mulch
#

It will mean that you will have a lot of instant stability and work on any device. Sounds like LWRP is what you want.

#

HDRP is nowhere near finished, very hard to make new shaders with etc

#

HDRP will be considered ready at end of 2019.3

#

and it won't really look any different to LWRP based on what you said.

Unity is giving LWRP more visual goodies + VFX graph as well.

dawn sorrel
#

LWRP is also aimed to come out of preview in 2019.1.

alpine bluff
#

Tentative: Yes, LWRP sounds like the right choice for you.
LWRP is meant to cover most use cases, and function as a universal render pipeline across all platforms. HDRP will give you the extra bells and whistles for AAA etc., but if you don't need them, LWRP should have you covered.

turbid matrix
#

@quasi mulch "and it won't really look any different to LWRP based on what you said. "
from what I've seen, there is visual difference

#

that being said, I've not done comparison with same sky on both, I once setup the runtime swap between LWRP and HDRP on the template scene but I had different sky there due to HDRP requiring different setup (in hindsight I should have setup some HDR cubemap for it so I could have compared the results better

elfin osprey
#

The main BSDF (multiple BSDFs in HDRPs case) is straight up different, so you will be able to see the difference. But, especially if youre not going for realism, LWRP sounds like the better option for you.

quasi mulch
#

I meant in his scenario - he is using so little of HDRP that at that point, and at this early stage in development, likely the outcome would have very little difference after tweaks and so forth.

turbid matrix
#

Seb posted this on the forums:


Here is the change log and various thing to pay attention:

- Expect this version to be unstable, there is a lot of change and it is highly possible that various stuff don't work anymore (due to bug).
- VR is broken in this version
- We have change the reflection system. It is now unified and doesn't go through CPU anymore. So when you bake lighting, it now bake reflection probe on GPU. You can select what to render inside the cubemap with FrameSettings.
- Note: There is a know issue with cubemap that render dynamic object in bake cubemap instead of only static like before. This can be workaround with tag```
#
- Software dynamic resolution have been introduce. Render world at lower resolution, upscale and draw UI on top
- We have added a Render Pipeline wizard (in Windows -> Analysis) to detect wrong settings and also to allow to create a new scene with correct settings for HDRP from a provided scene prefab
- A new hair shader is available
- A new HD Unlit master node is available
- Various physical unit have been added for light and for emissive (Lux At, EV100 etc...)
- Whole lighting pipeline now use pre-exposure (we apply exposition of previous frame on current frame lighting to improve precision of lighting storage) and exposure is EV100 everywhere (https://en.wikipedia.org/wiki/Exposure_value).
- Emissive can be pre-expose or not, or a weight of both. There is a slider for this and a new node in shader graph to control it. This allow to have an always glowing emissive even if lighting change.
- There is physical camera control + new physical parameter to control DOF, MB etc...
- There is support of multiviewport
- Shader graph now expose GI input, so you can modify the GI (like do a multiply on it, provide another normal than vertex normal etc...)
- UI of framesettings have been redone
- Ambient probe for sky have been redone, it is now done on GPU and store for various cases (preview windows etc...) that should fix various flickering issue when multiple windows where open. This can be source of new bugs!```
#

- Realtime Enlighten is in a bad state since a long time. Several features aren't supported (like color temperature), the intensity isn't correct and there is no inverse square falloff. Improvement should come but could be 2019.2```
#

I like that they are redoing the sky

quasi mulch
#

I really did not like the sky stuff before and have said so

#

It's clunky and should just be combined properly

#

Really excited where it is going

#

These changes are perfect

#

Will be some time until stable I guess

#

this cures all my emissive panic. I knew there would be big problems with it but here, seb has removed all my fussy tears, he dried them with a PBR hankie with subsurface scattering

#

I looked up.. perfect hair rendering and swooned, dazzled by the correct pre-exposure

#

2019.2 to fix GI. But you know, maybe I should have a look at what the game looks like without GI

remote forge
#

he knows whats up

turbid matrix
#

well

#

if they actually fix enlighten

#

it might be first time in Unity's history where that integration does something usable πŸ˜„

quasi mulch
#

Steady on, it's always been useful if you've a stylised game where accuracy happens to other engines

turbid matrix
#

yeah, I guess that's fair, it's just not really been widely adopted

#

(it does work as expected)

quasi mulch
#

Should ignore ignorant people, let unity deal with it on alpha, it will continue to happen and it's OK for people to lose interest

turbid matrix
#

yeah, but I find it best to at least tell the root cause before we get filled with these threads

quasi mulch
#

just ignore it for alpha

#

those people dont belong there, they haven't the interest in fixing anything, and expect it to act like LTS

turbid matrix
#

could we get disclaimer about alpha/beta before you can post on those forum sections? πŸ˜„

true zealot
#

perhaps an MRI

#

gotta see whether people have a brain before they can post

#

That black pipeline on startup is as easy as a reimport but they've instantly gone to complain instead of asking or doing basic unity fixes

quasi mulch
#

Nah, there is no pain for anyone with this (alpha)

#

just 1-2 random comments if ignored sends the best possible message

#

sometimes doing nothing is good

turbid matrix
#

but that will not stop these people for posting these things, they keep thinking they were right and doing others favors for warning how bad it is

iron hollow
#

and anytime someone says how bad an alpha is, most people go 'but it's an alpha...'

#

I agree with hippo, if they can't accept that an alpha is alpha, they shouldn't be using it.

elfin osprey
#

@quasi mulch how long have you been a forum mod?

#

Basically as long as I can remember...

quasi mulch
#

Since the earth was young and you were a mere 8 bit pixel

#

I honestly can't remember, and it's like being asked your wow /played time and it turns out to be a large number

elfin osprey
#

well ive been using unity since like 2.8?

#

Im pretty sure you were a mod in 3.x days πŸ˜›

quasi mulch
#

yes

#

before then I'm sure I was just lurking

#

so around then

#

Unity didn't have all that much community $ to go around back then and I'd probably injure myself if I visited another forum so I'm a local landmark I guess

elfin osprey
#

just interesting because you thought me loads about HLSL back then, thanks for that πŸ˜›

#

anyway ill stop derailing the channel now πŸ˜›

quasi mulch
#

hehe I just don't remember much, I actually google stuff and answer myself now

#

You'll have gone far past where I was πŸ˜„

iron hollow
#

Google is the collective brain of most of the people on earth ;p

quasi mulch
#

it still feels nice to know some help was useful thanks πŸ˜ƒ

turbid matrix
turbid matrix
#

wonder if we get ore updated ugui on the registry soon

#

latest ugui we have on staging is 1.0.0-preview.3 which is dated to Jun 05, 2018

#

loads up now again

#

can imagine how much this will mess up people who try to get HDRP running on 2019.2 without any idea how πŸ˜„

turbid matrix
scarlet hull
#

@turbid matrix Known bug, somebody is working on it

quasi mulch
#

Is 5.3.1 on PM ?

turbid matrix
#

it wasn't earlier today

quasi mulch
#

😒

alpine bluff
#

There’s a hiccup with getting it to PM. A fix is underway, but we can’t say when yet. :/

quasi mulch
#

😦 and I thought we were friends!

#

That's it... no more correct punctuation for you!

#

(thanks though)

turbid matrix
#

it's basically the old template with just 5.3.1 HDRP setup on packages

#

actual scene still tries to use old PP (which doesn't work on 5.3.1 HDRP) + the readme refers to old PP's docs too

alpine bluff
#

No more correct punctuation? Egad! How shall we live?

frigid cypress
#

@turbid matrix HD template 1.3.0 is a backport for bug fixes for 2018.3, not anything new πŸ˜ƒ

turbid matrix
#

ah, just found it weird that HDRP package itself got upgraded for 2019.1 there

frigid cypress
#

hmm... might have accidentally bumped at some point..

turbid matrix
#

if it's for 2018.3, it would target 4.9.0

#

but it's now at 5.3.1

frigid cypress
#

i'll go check it out, that seems like an accidental versioning bump

turbid matrix
#

I think it's same on 1.3.0 LW template too

#

(5.3.1)

#

but yeah, these are still only on staging

turbid matrix
#

oh, Amplify Impostors added HDRP and LWRP support now

iron hollow
#

yep, just downloaded the new version a few min ago

turbid matrix
#

Here's hoping this works longer than their ssao solution on HDRP

iron hollow
#

i figured they would eventually as they were fast to add RP support to ASE

turbid matrix
#

Still kinda bummed how the occlusion thing went (they got ppv2 solution out right before 2019.1 getting ppv3 was known

iron hollow
#

yeah i've always been wary of buying single effects like that

#

i mean you have PP stack already

turbid matrix
#

But there are still chances they can benefit from that work once ppv3 gets extendable

iron hollow
#

and Nividia pubished an example of integrating their HBAO solution into unity

turbid matrix
#

I like to have options :)

iron hollow
#

so if i was going to use any kind of 3rd party AO, it would be that πŸ˜ƒ

#

it's the gold standard imho

turbid matrix
#

Hbao+ isnt all good IMHO

iron hollow
#

why not?

turbid matrix
#

it has blocky artifacts that I dont like. It is in the core algo

iron hollow
#

i recall people raving about it when it firsts came out

turbid matrix
#

Well it was great back then

iron hollow
#

i guess it's been awhile (relative game universe time πŸ˜› )

#

5 years real time = 20 years gamedev time ;p

#

it's still what i see used in pretty much every game, anyway

#

HBAO is pretty much the standard even now

#

not necessarily Nvidia's version but the algo in general

#

all the latest Tomb Raider games have it

turbid matrix
#

Probably because nvidia

iron hollow
#

Witcher 3 had it, i think fallout 4 did also (though not sure, that engine is so ancient)

turbid matrix
#

Thats the new vs old amplify occlusion

#

Old is hbao based

iron hollow
#

new looks smoother, but the old looks darker

#

i don't like AO that's too light

#

almost doesn't add anything at all

#

firing up Destiny 2, i want to see if it uses HBAO or not

#

seems they offer "HDAO" maybe their own brand lol

#

"HBAO and HDAO are essentially the same thing but different vendor specific implementations. " yeah

upbeat badger
#

new amplify is GTAO based? Looks almost like offline quality ao render

quasi mulch
#

Honestly though not bothered about AO quality, for me AO needs to be high performance above all other considerations as it's something that will wreck perf up close. MSVO is not so bad at this

iron hollow
#

someone pointed out to me once, that it's probably better to use baked AO, because you don't alwyas know if your end user's PC will be powerful enough to use a SSAO feature.

#

if you rely on SSAO only, then for them it would look decidedly bad.

#

and i realized they are right.

#

so i may use SSAO to supplement the look, but i'm not going to rely on it

quasi mulch
#

Yeah you can use forward with HDRP and it'll mix any baked AO with post effect AO, so we could just turn off the post effect AO on weaker systems and it'd look quite good

#

in deferred that's not possible though

#

Still not a problem if switching materials

iron hollow
#

oh? what happens in deferred?

quasi mulch
#

It's just a limitation of the gbuffer I expect

#

deferred in general only exists for situations like hundreds of lights, it has no other benefit I know of... maybe it's a tiny bit quicker?

#

Olento sneers at deferred

iron hollow
#

yeah primarly it's for a lot of lights

#

but generally nobody would run deferred exclusively

#

if you have even one transparent anything, it's going to have a forward pass added.

#

so most of the time you're running mixed anyway

quasi mulch
#

of course

#

but a forward only renderer allows much more flexibility, in this case forward+ I suppose

iron hollow
#

yeah

quasi mulch
#

I'm giving it a spin on F+ not deferred for a bit. I rather like PCSS, which doesn't appear to be ported to deferred yet if it will be at all

iron hollow
#

I'm on deferred because so many things i use require it. but i call it F+ because it's mostly forward + a few deferred passes ;p

#

i understand that VR pretty much requires Foward because they need very low latency

#

which makes sense, they basically have to render two frames for every 1 i would render

#

But overall deferred is nothing to sneer at, it's used a lot and has it's place in the rendering world πŸ˜ƒ

quasi mulch
#

True but in the case of HDRP there are many less reasons than normal due to gbuffer layout and the decision to prerender for decals

true zealot
#

VR uses Forward because MSAA is extremely important

quasi mulch
#

typically a deferred renderer might also optimise decals, but here they do not

iron hollow
#

yes, MSAA i forgot about that

quasi mulch
#

so the only benefit for HDRP with deferred is lighting, at cost of degraded visual quality, so there's more interest in F+ (for me, for HDRP)

iron hollow
#

i see. yeah maybe HDRP changes the dynamic. I haven't really looked into it in depth

#

for now I"m still on Std pipeline

quasi mulch
#

honestly though I'm not sure why the docs mention the quality is not as good in deferred because it's pretty darn nice still

iron hollow
#

hmm yeah i don't know why they would say that

quasi mulch
#

french honesty

iron hollow
#

i wonder what the consider quality

#

lack of MSAA?

quasi mulch
#

HDRP do comparisons with ground truth and mathematical models, so their idea of a huge difference is probably something a gamer can never ever notice πŸ˜›

iron hollow
#

hehe true

quasi mulch
#

and my eyes are shot these days

#

I used to be able to see a bee with its willy out at 500 miles, now I have to guess at whatever the microwave meal wants me to cook it for

iron hollow
#

yeah i had to ctrl-scrollwheel the browser the other day, make the type larger heh

#

i've worn glasses since 7th grade

#

it's nothing new really

quasi mulch
#

Yeah I've got a pair but after wearing them a bit the entire rest of the world goes to hell when i take them off...

iron hollow
#

i need them, without glasses i can't see past one foot in front of my face heh

quasi mulch
#

At least depth of field is optimised

iron hollow
#

both my parents wore them too, so i guess it's just genetics

#

hmm, maybe that's why i dislike DOF in games, reminds me of my failings lol

#

never thought about that

open coyote
#

how to make Light.AddCommandBuffer work in HDRP?

iron hollow
#

i wouldn't think that would change no matter what renderer you use.

open coyote
#

but it doesn't do anything in HDRP

#

I can't even see my command buffers in inspector

iron hollow
#

might be true. it was originally designed for the built in pipeline. it could be it's not extended into the newer RPs yet

open coyote
#

no errors, no effect

iron hollow
#

yeah now that I look at it, it seems it only works for the built in pipeline

#

i have no idea if they intend to extend that to the RPs or not

#

RPs may have a better way of doing the same thing.

#

i think it really was a stop-gap until scriptable pipeline was developed.

#

now with SRP you can write in any such features yourself.

#

(cause that's super easy right? πŸ˜› )

#

it seems LWRP does support command buffers

#

here unity states they will offer 'another way' for HDRP in the future.

#

so nothing at this time i guess.

open coyote
#

but isn't hdrp like 2+ years old?

iron hollow
#

not really.

open coyote
#

how come such a simple feature still silently does nothing

iron hollow
#

it just came out in 2018, so you could say 1 year at most

open coyote
#

it could at least throw some errors in console

iron hollow
#

though it's been in preview all this time

#

so really it's not even out yet πŸ˜›

#

still not recommended for production.

turbid matrix
#

@iron hollow HDRP being at our hands for 1 year doesn't mean Unity hasn't been cooking it a long time before

iron hollow
#

lol well, it depends on your interpretation of how old it is

turbid matrix
#

SRPs themselves were around since 5.6 or something I think

iron hollow
#

to me it means how long has it been available to the public

#

i dont' really care how long ti's been bubblig in their labs

turbid matrix
#

technically they are still doing that :p

iron hollow
#

agreed πŸ˜ƒ

#

point is it's not finished yet

#

so i'm not surprised there's still rough edges and unfinished features.

open coyote
#

meh

#

this is what I dislike about unity

#

they are obsessed with new features

#

instead of fixing old bugs and providing as much backwards compatibility as possible

iron hollow
#

well... really who is the one who is obcessed when you think about it πŸ˜ƒ

#

a developer can just stay on 2017 LTS and ignore the new stuff.

#

nobody has to upgrade πŸ˜›

open coyote
#

it won't help with the bugs

#

check out this one

#

found in 4.6, still not fixed

#

that's my favorite

iron hollow
#

well, then clearly it's now a feature heh

open coyote
#

whatever

iron hollow
#

i don't disagree they should fix bugs like th at

#

but wheter you stay on 2017 or upgrade to 2018, that bug is there.

#

so kind of irrelevant to this anyway.

open coyote
#

what I mean is

#

I'd prefer them to focus on bugs like this instead of throwing new beta features every month

iron hollow
#

reading what siblingIndex is, it's very much an editor thing

#

i don't see how knowing the order of items at the same level in a hierarchy is for in a build.

#

probably why it doesn't work in a build.

open coyote
#

yeah but it works for all objects except root level

#

in editor, it works for root objects too

#

in build, it doesn't

#

though they obviously have an order

iron hollow
#

probably, though like apples in a bag, saying what that order is might be hard heh

open coyote
#

the thing is, it's not something barely reproducible or impossible to fix

#

root objects are obviously stored in a certain order in the build files

#

just like in scene files in editor

#

if it's not meant to work for root objects in a build (why though)

#

it should throw an exception or something

#

instead of silently returning 0 for all objects

#

which makes it similar to the AddCommandBuffer issue

iron hollow
#

yeah they should at least give an error

open coyote
#

+I have an AutoHotkey script which instantly kills Unity when I press [Pause]

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Pause::Run, taskkill /im Unity.exe /f

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I never thought I would need something like this before I started working with unity

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but killing freezing unities via task manager became too annoying very fast

iron hollow
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i've only had unity freeze once, and it was my own fault for creating an infinite loop heh

open coyote
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there are so many ways to make it freeze except obvious ones like infinite loops πŸ˜„

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some of them are very weird and hard to figure out

iron hollow
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i guess i just haven't run into them.

open coyote
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I bet you haven't worked much with threads and sockets

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and native plugins

iron hollow
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yeah you're right about that πŸ˜ƒ

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haven't done any online, or custom threading stuff

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I use Arron Granberg's A* pathfinding, it has thread support

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but seems pretty stable

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writing my own DLLs isn't something i've pursed yet, but maybe at some point.

open coyote
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yeah it becomes stable once you figure out what you shouldn't do πŸ˜„

quasi mulch
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hdrp will be released in 2019.3 - it doesn't matter how long it's been in development, it's an entirely new renderer and a lot of that time was spent creating SRP, that underpins it and LWRP. So, stuff like command buffers or a whole of callbacks are purposefully removed because those were too slow before. But check github and forum for the finer details

quasi mulch
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I see you found seb's comment

turbid matrix
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key thing here is: you can't please everyone. There are always people stuck in the past and prefer to keep things like they were but also many that want new shiny things or more tools that enable the users to do better things or just get better workflows

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and when you give early access to new shiny things, people will complain it's not working like the final release should work

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so, no matter what you did, you are screwed if you just listen to users πŸ˜„

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but in the longer run, no 3d game engine can just sit still and keep fixing bugs, whole engine will become irrelevant really quickly if you do that

true zealot
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what juiciness am I missing here

turbid matrix
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also for that sibling index thing, that's hardly a deal breaker