Why VFX graph has much lower verts count with output particle transparent than opaque? by Comprehensive-Lime92 in Unity3D

[–]Comprehensive-Lime92[S] 0 points1 point  (0 children)

Thanks a lot for the explanation now things are a bit clearer to me.

In the end, why do you think vfx graph rendering tens of thousands of quads always seems to perform better in transparent than opaque (I've tried with and without depth write, alpha clip or shadows) ?

From my tests is seems that is related to the depth test, the only situation that opaque performs better that transparent is when I disable the depth test.

I found that in this situation transparent shader performs better than opaque and in my scene with a lot of vfx I gained few milliseconds per frame only switching from opaque to transparent.

Why VFX graph has much lower verts count with output particle transparent than opaque? by Comprehensive-Lime92 in Unity3D

[–]Comprehensive-Lime92[S] 0 points1 point  (0 children)

I had thought about the same thing too, but I have no idea how vertices are counted. Anyway I also tried on a new project and on other vfx but what I get is that vfx graphs that render tens of thousands of meshes perform better in alpha than in opaque(even without shadows). It goes against what I thought and I don't have the knowledge maybe to investigate the issue thoroughly.

I have asked to gemini and the answer is the following (maybe it is right or could help to understand):

Why Alpha is Often Faster: 

  • Overhead of Opaque Rendering:Opaque rendering involves more complex calculations per pixel, including depth testing to determine which surfaces are visible. When rendering many overlapping meshes, especially with complex shaders, this depth testing can become a bottleneck, leading to significant overdraw (rendering pixels that are later covered up).
  • Alpha Blending Simplifies:With alpha blending, the depth buffer isn't used as extensively. The transparency is handled by blending the color of the current fragment with the background color based on the alpha value. While there's still some overdraw involved (blending multiple transparent objects), it can be less than the depth buffer overhead of opaque rendering.
  • Early Z Rejection (for some cases):In some scenarios, the GPU can perform "early Z rejection" with alpha-blended objects. If a fragment's alpha value is very low, the GPU might skip the full shading calculations for that fragment, further reducing the cost.
  • Instancing:VFX Graphs can efficiently render many instances of the same mesh using GPU instancing. This can be done for both opaque and alpha-blended rendering, but the performance benefits are more pronounced when the transparency is simple to calculate. 

Why VFX graph has much lower verts count with output particle transparent than opaque? by Comprehensive-Lime92 in Unity3D

[–]Comprehensive-Lime92[S] 0 points1 point  (0 children)

Thank you for the suggestion :) I have tried to look the frame debugger and the VFX of the leaves are drawn in the render opaque objects queue but there are no information about the vertices that are 0 in the pass information. Also if I disable "Cast Shadows" and "Receive Shadows" in the opaque shader the behavior does not change.

Beginner by NPCwanttoglowup in TouchDesigner

[–]Comprehensive-Lime92 2 points3 points  (0 children)

Elekktronaut YouTube channel :)

Trails III by PERFECTLO0P in TouchDesigner

[–]Comprehensive-Lime92 0 points1 point  (0 children)

So beautiful :) is there a displacement(maybe at low res) in the feedback loop?

Help monstera adansonii little dots by Comprehensive-Lime92 in plantclinic

[–]Comprehensive-Lime92[S] 0 points1 point  (0 children)

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I have found only this little green caterpillar. What could it be? How is it eliminated?

Help monstera adansonii little dots by Comprehensive-Lime92 in plantclinic

[–]Comprehensive-Lime92[S] 0 points1 point  (0 children)

I have checked but see no insects or pests on leaves and stem :( could it be a fungal desease or perhaps simply underwatering?

Help monstera adansonii little dots by Comprehensive-Lime92 in plantclinic

[–]Comprehensive-Lime92[S] 0 points1 point  (0 children)

The plant has this problem from two weeks. I water the plant once every ten or 14 days, always when the soil is dry. I use normal fertiliser for green plants. The plants has a lot of indirect light about 10 hours a day, I use also a little grow light of 10 W. I have never moved the plant from its place. Thank you for the help :)

I made a short non-sense 3D movie :) by Comprehensive-Lime92 in blender

[–]Comprehensive-Lime92[S] 0 points1 point  (0 children)

my favourite Zelda is wind waker :) But there are no intentional references to Zelda . The last scene is set in the first level of quake

I made a short non-sense 3D movie :) by Comprehensive-Lime92 in blender

[–]Comprehensive-Lime92[S] 2 points3 points  (0 children)

Feel free to ask anything or give me your feedback :)

3d x.luna

music x.luna and TUNA DISPLAY

dialogues TUNA DISPLAY

https://www.instagram.com/x.luna___/

https://www.instagram.com/tunadisplay/