Unity Built-In Render Vs Unity High Definition Render Pipeline Graphics Comparison

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  • Опубліковано 1 гру 2018
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    Let's compare graphics between Unity Built-In to HDRP
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КОМЕНТАРІ • 20

  • @sinaaiona5872
    @sinaaiona5872 4 роки тому +19

    second scene could be done with post porocessing without hdrp

    • @loneshadow-studio
      @loneshadow-studio 4 роки тому +4

      That's why I dont understand the use of these comparisons. Someone with the right assets could accomplish the same exact look with build in if they are willing to invest in a few powerful assets. And the even bigger point is, who in the world hasn't by now??

  • @arielarias9074
    @arielarias9074 5 років тому +2

    Watched both videos of the making of this, good work!
    I learned a few nice thins, like how to enable the SSR that I was thiking it was not ready yet.. (for that unsupported message it popups in the post processing script) and some other nice stuff.
    I was also watching some of your older videos, you deserve more subscribers! Your way of talking and explaining is very clean and organized, I love it.
    Just 1 quick question: how does that remap slider work in materials? I guess it's like a range of values since it has 2 handles but I don't get it actually what you modify with them.
    I hope to keep seeing more videos from you :)

    • @GlassHandFilms
      @GlassHandFilms  5 років тому

      Thank you!! Yes the SSR is now being rendered through the lighting loop in the render settings instead of drawn after the image is rendered.
      Thank you so much for the kind words. I don't post often, but the community I've built here with folks is really awesome. I definitely love the conversations more than the numbers.
      The remap sliders are essentially like clamps. Let's imagine the leftmost side is 0, the middle of the slider is 0.5, and the rightmost is 1.0. If you drag the roughness remap halfway that means you are clamping the values to roughness of 0.5-1.0 on the grayscale map. That way your roughness can be changed in engine and not in substance painter, designer, or photoshop.
      And I hope to continue to make more!! :) Cheers friend!

  • @TriSutrisnowapu
    @TriSutrisnowapu 5 років тому +5

    So what do you personally think about the comparation? My eyes see both are outstanding quality

  • @freenomon2466
    @freenomon2466 5 років тому +1

    Thanks for the comparison..looks really good. Is hdrp scene like this viewable in VR (htc vive)? Or is it hard to get 70+fps?

    • @GlassHandFilms
      @GlassHandFilms  5 років тому +1

      Thank you! HDRP and VR should be coming soon. I have some friends who were on the beta. If you have the hardware for it, you can run it 90 fps+ in VR. Optimization is a whole conversation in itself, but yes definitely possible

  • @smartchannel1814
    @smartchannel1814 2 роки тому +1

    Which processor and Gpu do you have

  • @ThirteeNov
    @ThirteeNov 2 місяці тому +1

    you should make it side by side comparison, dude

    • @GlassHandFilms
      @GlassHandFilms  2 місяці тому

      I made this so long ago! It would be interesting to see how it compares to now

  • @thomass.j.7898
    @thomass.j.7898 5 років тому +1

    But what about performance? MGSV works on radeon 7850 with ultra settings, and it cost only 70% of GPU Usage. Do this render pipeline any close to this?

    • @anemoiapolisofficial
      @anemoiapolisofficial 5 років тому

      That doesn't count, the Fox engine runs on black magic and the tears of a thousand hardware engineers. Even most professional game devs don't understand how Square Enix managed to slap together such a robust engine, considering that most of their upper management are likely Yakuza shoe-ins.

  • @CalmNatureVR
    @CalmNatureVR 2 роки тому

    Standard looks better? To me it does, altho thjs is a night scene kinda funky hard to compare

  • @taserdev9578
    @taserdev9578 4 роки тому +2

    0:29 Standard
    0:56 HDRP

  • @wilezgiacio
    @wilezgiacio 2 роки тому +1

    People get galvanized by "HD" as being better, but it really isn't.
    It would be enough to know how to work with post effects and HDRP has no reason to exist.
    In this video it would be enough to raise the contrast a little and work with post effects to get better effects in Standard Pipeline.
    If you add to the fact that most of the best assets in the store (Aura 2, Sumono Water and dozens of others) don't work in HDRP, it's a complete failure for me.
    In HDRP there are just a lot of things you can customize. But nothing that cannot be achieved with the Standard Pipeline and a goog post effect setting (if you know how to use it).

  • @MaruskaStarshaya
    @MaruskaStarshaya 2 роки тому

    in the second scene metal object is ugly - I suppose you didn't apply any reflection probes and poorly adjusted material

  • @ernest.piatrovich
    @ernest.piatrovich Рік тому

    I am sick of searching how to make HDRP or URP look good. Built in pipeline is more beautiful. Yet the Unreal Engine beats it like one hit knockout

  • @moltke27
    @moltke27 2 роки тому

    tris, verts a lot higher in hdrp, fps alot lower

    • @MaruskaStarshaya
      @MaruskaStarshaya 2 роки тому

      render pipeline doesn't affect vertices or tris count

    • @moltke27
      @moltke27 2 роки тому

      @@MaruskaStarshaya then why is there a 3million difference for both between them?