Graphics comparison | Unity URP vs HDRP

Ғылым және технология

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Join us in this in-depth comparison as we dive into the world of Unity graphics! In this video, we explore the differences between Unity's Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP), focusing on graphics quality and rendering features.
Discover the visual capabilities of both URP and HDRP as we showcase side-by-side comparisons, highlighting the unique strengths of each pipeline. From lighting and shadows to reflections and post-processing effects, we examine how HDRP elevates the visual fidelity of your games to new heights.
But that's not all - we delve deeper into HDRP's features, providing insightful explanations on how they impact game rendering. Learn about the intricacies of HDRP's advanced rendering techniques and discover how they contribute to creating stunning, immersive environments for your players.
Whether you're a seasoned Unity developer or just getting started with game development, this video offers valuable insights into choosing the right rendering pipeline for your projects. Don't miss out on this ultimate Unity graphics showdown - watch now and take your game visuals to the next level!

Пікірлер: 20

  • @LordAlacorn
    @LordAlacorn2 ай бұрын

    Can't wait to see my chicken fully ray-traced! :D Game looks better and better, you guys ROCK!

  • @devghostone
    @devghostone2 ай бұрын

    Ray traced chicken? HELL YEA

  • @24FreshNews
    @24FreshNews2 ай бұрын

    This is by far the best video I've seen on URP vs HDRP. In general they all use baked lighting, and URP and HDRP end up looking the same. But in reality, URP and HDRP are not even close when it come to realtime lighting. Great job guys!

  • @Balkanware

    @Balkanware

    2 ай бұрын

    Thanks!

  • @cesarsfalcao
    @cesarsfalcao2 ай бұрын

    Loved the HDRP graphics, great lighting. URP just looked flat with washed colors, like and old engine version. And the answers here are as useful as the video content, congrats!

  • @Dr.Chicken39
    @Dr.Chicken392 ай бұрын

    cool asf love it

  • @Balkanware

    @Balkanware

    2 ай бұрын

    Thank you! It will be in the next patch for the game.

  • @JackMartison
    @JackMartisonАй бұрын

    You guys should try out APVs with lighting scenarios, it's much cheaper than using ssgi and has same per-pixel lighting for all dynamic objects

  • @Balkanware

    @Balkanware

    Ай бұрын

    We are in fact working on that as we speak, and we are looking into Unity 6; Since the LTS will be out this year.

  • @TrnskaDevelopmentTeam
    @TrnskaDevelopmentTeam2 ай бұрын

    Dodajte onog dr Martina Grubera iz serije Gorski liječnik u regiju inspiriranu Njemačkom😂😂 Ili eventualno onog Grubera homića iz serije Allo Allo.

  • @H-jn5gt
    @H-jn5gtАй бұрын

    Im really torn about whether to use HDRP or URP. My game is an FPS game with graphics somewhat similar to Prey (2017), or something somewhere between Deus-ex: HR and MD. I want high graphical fidelity but URP is easier, lighter-weight, allows for camera stacking (which is a big one). But I really like volumetrics, and it is Possible in URP through assets, but its built into HDRP... Your HDRP here looked amazing! So much better than the URP. I am not sure if my game will need realtime, because its level based and mostly inside. Honestly not sure!!! Any advice you could give me would be awesome!

  • @Balkanware

    @Balkanware

    Ай бұрын

    Thanks! If you can use static lighting, in that case light maps are the way to go. They will provide maximum quality. You can combine them with Adaptive Probe Volumes for dynamic objects. HDRP will get you closer to current generation graphics with less problems along the way. What platforms are you aiming for?

  • @holyavatar2277
    @holyavatar22772 ай бұрын

    How looks the FPS difference?

  • @Balkanware

    @Balkanware

    2 ай бұрын

    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.

  • @HammaGaming
    @HammaGaming2 ай бұрын

    You know that when you use Hdrp you'll need to forgot about something that called mobile, and many lowEnd devices, but imo it's worth it if you want an easy solution to upgrade the visuals to another level and you don't have the time, the knowledge to create your own pipeline. I love HDRP and I'm actually using it right now , Hope that they optimized more and make it support mobiles. Also a tip, when unity 6 is out I highly encourage you to upgrade to it, it's more faster and have alot of new stuff like the new baked dynamic lighting. Keep developing !

  • @Balkanware

    @Balkanware

    2 ай бұрын

    We currently have no intentions to port the game to mobile, primarily due to its substantial file size. Given that it's an open-world RPG with a multitude of assets, its size has ballooned to nearly 4GB in its current v0.3 iteration. While we do possess the know-how to develop our own pipeline-our lead graphics programmer successfully implemented one for "Joe Wander and the Enigmatic Adventures"-the endeavor demands significant time investment. Moreover, considering that HDRP already encompasses features we'd likely develop ourselves, pursuing a custom pipeline would be redundant and inefficient. Our focus is on releasing the game for PS5 and Xbox Series consoles, particularly since URP lacks support for these platforms. Additionally, although we're intrigued by Unity 6, we anticipate waiting for the LTS release before exploring its potential for our project. Thank you, and welcome!

  • @sussyPapa69
    @sussyPapa692 ай бұрын

    cool

  • @Balkanware

    @Balkanware

    2 ай бұрын

    Thanks!

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