#GPU optimizations for mobile devices

1 messages · Page 1 of 1 (latest)

oblique hornet
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Hi everyone! First off, great job on the Unity 6 release!

For a bit of context, I’m developing a mobile game with 3D assets, and I’m curious if my project could benefit from any GPU optimizations from the upgrade. My main concerns are around RenderGraph and APV. My minimum spec target is Pixel 3 (2018) / iPhone X (2017). In most levels, I achieve around 60 FPS on these devices, but there are areas where I feel RenderGraph or APV might help improve performance.

Before diving into the upgrade to test for myself, I’m hoping to get a better understanding of how these features work.

  1. Does RenderGraph in URP improve GPU performance on mobile devices by default, or are there specific changes required?
  2. How can I determine which devices support RenderGraph? Or which Graphics APIs?

From what I understand, APV seems to be a replacement for Light Probes, correct me if I'm wrong.
3. Should I use APV for dynamic objects and keep baking light for static objects?
4. For a level which has falling floor tiles (dynamic objects), light probes display a low quality result. Could APV achieve better results?

Thank you!

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GPU optimizations for mobile devices

bleak owl
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Does RenderGraph in URP improve GPU performance on mobile devices by default, or are there specific changes required?

Yes. If you have ScriptableRenderPass's, you'll need to upgrade them to RenderGraph. What RG will do is help to reduce memory usage and reduce the loading/storing of data from GPU cache to memory.
You might not see a performance benefit out of the box though if you are not GPU bound, or if RG can't improve things for your quality settings. If you have custom ScriptableRenderPass's, and when using the deferred render, you should see a clear improvement.

How can I determine which devices support RenderGraph? Or which Graphics APIs?
All devices / graphics APIs are supported. However, not all support native render passes and will benefit from the pass merging. Vulkan, Metal, DX11 support native render passes.

deep river
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DX12 not DX11, small typo 🙂

tidal crystal
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From what I understand, APV seems to be a replacement for Light Probes, correct me if I'm wrong..
In Unity 6 we're supporting both. APV is an evolution of our light probes feature and could be more suitable for your use cases. It could be used for both dynamic objects and static environments.

For a level which has falling floor tiles (dynamic objects), light probes display a low quality result. Could APV achieve better results?
With APV you could achieve better results, as it's easier to place many probes, and lighting contribution can be sampled per-pixel rather than per object, or you can also choose per-vertex quality in URP.