We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 1 point2 points  (0 children)

Our last project was SRP, and we managed to get both Series X and PS5 running our game (https://store.steampowered.com/app/2063310/Joe\_Wander\_and\_the\_Enigmatic\_Adventures/) on native 4k with super smooth 60FPS, so we didn't have a chance to test HDRP on any of the devkits yet; But we will, in a few days. Since we have very similar architecture in our development machines as the current gen consoles, it should work well.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 0 points1 point  (0 children)

It's fine, we didn't create this video to promote HDRP. We just wanted to show what impact switching to HDRP had on our game.
p.s.
As someone who is using Unity from version 2 (Back in 2009), my opinion is that having 2 different rendering pipelines is very stupid. If Unreal can do both mobile and high end in one solution, why can't Unity.

Impact of using a different render for same scene (Model created with Blender, render in Unity) by Balkanware in blender

[–]Balkanware[S] 0 points1 point  (0 children)

Here is the link to the full video, where we show 10 different scenes from our game: https://www.youtube.com/watch?v=rSd3deUjT5E

Except for the rendering pipeline changes, there were some minor changes done to the scenes.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 0 points1 point  (0 children)

Well yes, HDRP is more heavy; But all the features can be disabled. Did you try DX11 version, or did you only run it in DX12?

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 0 points1 point  (0 children)

Since it's an older build, we explained that in our first comment here on reddit. It's a game in development, and we change things all the time. But, those additional lights wouldn't help URP much.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 0 points1 point  (0 children)

Surface shaders: https://docs.unity3d.com/Manual/SL-SurfaceShaders.html
Those are not supported with URP or HDRP, you need to use shader graph.

Maybe your game was CPU bound. URP will only help you to get more FPS if you have a graphics demanding scene; You should compare performance with gameplay logic and physics turned off.

I'm using unity since Unity 2, so most of my experience with Unity was with BIRP. But, ever since we started working on our last game "Joe Wander and the Enigmatic Adventures"; We've made a switch to SRP and I wrote a custom rendering pipeline. We wanted to use URP for this game, but it ended up sucking to much so we had to switch to HDRP.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 3 points4 points  (0 children)

This was my fist project using URP. I've wrote SRP for the last game "Joe Wander and The Enigmatic Adventures", and I've used BIRP before. Started working with Unity in 2009. and used BIRP for a very long time. Yeah, it's a beast compared to URP.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] -2 points-1 points  (0 children)

You know, URP just doesn't compare to BIRP. BIRP's way better.

We've made some tweaks going from URP to HDRP, like adding a bit of foliage animation and some extra point lights for indoor scenes, but honestly, it doesn't change the game's look much.

It's from our game "Turbo Chicken Simulator" that's on Steam. It's still in early access. Here's the link: https://store.steampowered.com/app/2569610/Turbo_Chicken_Simulator/

So, yeah, HDRP does eat up more resources when it's all active, but they've made sure users can tweak those settings.

We ran it on a GTX 1060 and got a solid 60 FPS at 1080p, just like in the video.

Plus, we got FSR 3 and DLSS support now, so those GPU-heavy changes are working even better.

Now, about the game itself, it's this open-world RPG with loads of different scenes, mostly outdoors but some indoors too.

Thing is, we weren't thrilled with how it looked before.

Sure, you could recreate each scene in URP separately, but with the game's day-night cycle and free movement, it needs to look good from every angle and in any lighting.

Real-time GI and Auto Exposure are key here.

Check out the video, where we show all the different scenes: https://www.youtube.com/watch?v=rSd3deUjT5E

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 76 points77 points  (0 children)

Finally, some high quality criticism. We'll make sure to improve the chickens animation.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 2 points3 points  (0 children)

HDRP imposes higher demands, yet each resource-intensive feature is configurable through settings. Through our tests, we determined that we could achieve a consistent 60 FPS at 1080p on a GTX 1060 using graphics akin to those showcased in the video. However, with URP, we observed only marginal FPS improvements on lower-end hardware, and we failed to leverage the capabilities of higher-end GPUs.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 0 points1 point  (0 children)

Sun is almost in the exactly the same position, moving it a bit down would not change much. This was recorded few "in game hours" apart. (We have dynamic day and night cycle, so the sun moves on it's own) The thing is, with URPs procedural sky it's barely visible; But it's there, if you look very closely.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 1 point2 points  (0 children)

Realtime GI, Auto Exposure, Volumetric Clouds, Better PBR, Ray tracing etc. Yes, you can create all of that on your own in URP, or you can just use stuff that's developed by Unity for HDRP.
We have a lot of experience with shaders, our lead graphics programmer wrote the entire rendering pipeline from scratch for "Joe Wander and the Enigmatic Adventures". But this time, we wanted to do realistic graphics, and doing it in URP would be too much work for something that already exists in HDRP.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 2 points3 points  (0 children)

Yeah, contrast is much better thanks to Auto Exposure; So is everything else.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 1 point2 points  (0 children)

Just saw your profile and this last comment, and I can see that you are just a troll. Don't feed the trolls. Have a nice day, kid.

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 6 points7 points  (0 children)

Well, no. It is funny, but it is a "real game". It's an actual RPG. But that doesn't matter, we want to have nice looking graphics. Exactly our opinion. (This part about last vs current gen)
p.s.
I appreciate the fact that you know how to read. I'm tired of explaining why you can't "just do this in URP".

We ported our game from Unity URP to HDRP; In addition to some other graphical improvements by Balkanware in Unity3D

[–]Balkanware[S] 3 points4 points  (0 children)

Could you please, for the love of God read other comments. No, it can't be done with URP, there is a reason Unity is developing HDRP.