#Entities Graphics performance improvement

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thin merlin
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From what I understand, currently Entities Graphics is just the implementation to support sync dots graphics data into brg to solve the problem of many draw calls for the complex environment subscene that has a lot of different things to render. Official currently working on improving the GPU performance. Is this Entities Graphics exclusive performance improvement or it's just improve URP side that not touching anything related to dots?

Improve Entities Graphics performance: Another initiative we are looking at is the support of DOTS deformation in order to provide a mesh deformation pipeline that is performant and scalable - that works on any platform with GPU compute capability supported in DOTS. We’re currently working on improving the GPU performance, as well as the current workflow, for a better and more seamless integration into the engine/SRPs. The next versions will also bring broader material support and URP support for Motion vectors.

slim abyss
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Hello. The improvement is currently exclusive to Entities Graphics but there is work being done to support this more broadly. For instance, the Fantasy Kingdom demo relies on the same underlying tech https://www.youtube.com/watch?v=yggoHVLd01c . Also, if you're interested, you can use the same technology yourself for more advanced rendering following the documentation here: https://docs.unity3d.com/2023.3/Documentation/Manual/batch-renderer-group.html

At Unite 2023 we introduced Unity 6, our next major Unity release.

In the keynote, we showcased Fantasy Kingdom in Unity 6, a stylized environment that showcases the latest capabilities for rendering, lighting, and scaling richer worlds, with significant performance improvements. The kingdom comes to life through the use of Adaptive Probe Volum...

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thin merlin
slim abyss
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We are looking at a solution to improve performance based on GPU acceleration for skinned mesh rendering. This would also improve the performance of Entities Graphics when using DOTS/Entities.