Oml Brackey. The further I go in my game dev journey the more I learn from you and the more I wish Id gotten here earlier. Hope you are doing well on your new adventures, thank you so much for leaving all this for us.
You know what I love about you, you make tutorials for FREE, no matter what it is you just do your best and that's amazing some people make free things to just sponsor there premium tutorial, but you make free for people to learn not to sponsor something like your premium pack or whatever, I love how you do it man you helped a lot of beggingers like me who is just started knowing what the hell unity is, I don't care how much ad you put into your video or sponsor some apps or websites, if that makes you make more videos just do it man but never stop helping other beginners. Amazing stuff, never stop man
I still go back to Brackeys videos once in a while. You guys actually my first game dev tutorial video I watch when I was in University and at that time I just do it for fun and still have no Idea what kind of job I will do after I graduate. Now, I'm on my way to my 4th interview as a game Programmer (mostly because I got lay off easily T___T). But the point is, your videos makes me what I am now and I'm still need your guidance once in a while XD . I Miss you guys and good luck on your current adventures!!!
I might have checked out one or two sponsored contents in the past, but this is definitely the first time I've really liked it enough to share with my friends and acquaintances. Thanks!
If u go 2D choose URP else BRP (built-in rendering pipeline). The painful features which can make you decision for 3D are: Buggy BRP: ✕ URP: ✓ HDRP: ✓ Camera stacking BRP: ✓ URP: ✕ HDRP: ✓ Visual graphs BRP: ✕ URP: ✓ HDRP: ✓ Decals BRP: ✕ URP: ✕ HDRP: ✓ Volumetric light/fog BRP: ✕ URP: ✕ HDRP: ✓ PS Since ~2019.3.0f5 HDRP supports camera stacking. For URP it is in github pull request’s abyss
"painful" being the operative word here. The situation is really bad right now. No matter which way you go, it feels like you'll have to cut off your left arm for it.
Thank you for showing Milanotes! It is so much better than Trello. I've been using Trello for my game development planning and it can be clunky at times. Milanotes, on the other hand, is soo easy and flexible to build! Thank you so much!
Please make more beginner tutorials, your the best since you don’t ramble on but you don’t speed ahead, you say everything you need to and make it informational and simple.
Yeah it definitely would be nice to have the option. Like decals as well - only having them in HDRP does not make sense. Had to get an add on called LUX to enable them. I wonder if there’s an add on that enables screen space reflections?
Ikr, I had to rewind to make sure I didn't mis-hear what he said. I've been waiting for camera stacking in URP/HDRP and believed it was still not in yet.
Great explanation with some great points. Unfortunately, I'm still puzzled at the state of things which still puts SRP as an option. "If your team is smaller than 5 people HDRP is probably not the right choice for you." But no Realtime GI or ambience occlusion or ... in URP; hmm...
yeah, URP basically has not a lot of options to work with... But if you make a small minimalistic game you really don't need HDRP but if you really want to work on larger details for a game and powerful environment HDRP is a necessary choice for you.
idk why but i started using HDRP as my main rendering, i just like it, that's it, performance is a bit hard but with this new project i am paying extra care towards performance and trying to keep my fps above 150 at 1080p on my 1070 and it is going super well the main cause of low fps is multiple lights, even ones that don't cast shadows, having 4 non baked point light will drop it from 200fps to like 120-150 (don't remeber), but baking 3 of the point lights helped a lot
All other stuff aside, the Ureka moment for me is using Shader Graph. This feature alone really energizes me to learn more of how those cool effects were made and they are possible to do so with Shader Graph alone! I don't know for others, but if you're coming from programming side the same as me, try putting your ego down a little bit and enjoy the tool, it might spark something :) Ohh, and super thanks for videos! Your videos shifted my mindset about the tools and opinion towards Unity.
There are many features in the Built-in Renderer that are not available yet in URP or HDRP. This video fails to describe them. Renders pipelines might be the future, but it's not there yet for many, many projects. Beware! This video was cool, but it's sounded to me a bit like fanboyism because of that. Edit: Comparison in a reply to this comment :)
@@redpyre That sounds terrible. Being afraid to speak your mind because a corporation might not sponsor you again? You say that as if it's an okay reason. However I doubt that's the case. We all like Unity and nothing wrong to talk about new features and things to come. With that said, Unity is not in a good state right now. A lot of things are either half-baked, broken or simply missing.
Okay, so what does the Built-In Renderer offer that's not in URP? Some examples would be helpful for people reading the comments. I think you miss the intent of the video. It's not advocating for everyone to drop the Built-In Renderer and switch to either SRP. It's only explaining the differences between the two versions. It's not misleading in anyway and not fanboyism. The focus of the video is just SRP, not BIR.
My problem with this current situation is that there are 3 choices and none of them feel good. Built-in renderer will be deprecated and can't use Shader Graph or VFX. URP is missing lots of features I was used to in built-in, it feels like a downgrade. HDRP seems like overkill for what I do and still feels not 100% polished. To make things worse it's not easy to switch between them, so you have to make a decision early for your project and stick to it.
Brackeys du er grunden til at jeg er kommet så langt som jeg er med Unity. Startede med dit cube game og derefter er det gået stærkt. Jeg går til Coding Pirates i Aalborg og har for 4. sæson i træk valgt Unity og er nu kommet på et hold hvor vi helt selv får lov til at sidde og nørkle med tingene eller arbejde sammen med en anden. Jeg er fx. i gang med et projekt sammen med en anden hvor vi begge laver det samme spil bare hvor jeg laver det i Unity 2D og han laver det i Unreal 3D. Og igen jeg er så taknemmelig for dine videoer og jeg havde nok aldrig været kommet så langt uden din hjælp. Keep up The good work!
I'm making strategy game and goes fo HDRP just because of decals - it's too easy way to create different icons / roads / farmzones on the ground. And, also, i've made a water shader using the tutorials from YT in HDRP - looks good. Other than that, i think URP would suit me better cause i'm solo-dev
I loved your video helped choose after watching many other regarding same subject. i will test URP and see if it will give cool lighting with out ruin my collected particle systems.
Terrain is only fully supported in URP at the moment (especially grass seems to be an issue in HDRP). Also, WebGL is only compatible with URP at the moment, which is kind of a killer argument for me. Lacking Ambient Occlusion, Volumetric Lighting and SSR hurts immensely though. Realtime GI is pretty much non-existent in HDRP because of the whole Enlighten mess. Upshot for me: focus on the other things first, wait how this develops.
Thanks Brackeys for this detailed explanation and comparison. I just want to know, if you already have some assets from Unity marketplace then do you need to have the HDRP version of those assets (HRDP compatible) for the project to be built in HDRP?
From your description it sounds like Unity is now getting things Unreal had for a while. Don’t get me wrong I use Unity in certain projects, but this is why Unreal is my main driver
*Correction:* Movies use full out ray tracing with astronomically higher bounce, sample rate's and image resolution which in turn produce the near life-like result. Instead of 'low' quality reflections, shadows, and light which it is (low) compared to rendering in lets say V-Ray. Actual Ray-Tracing opposed to 'Real-Time' Ray Tracing in a game engine requires the kind of computational power that costs tens of thousands and still consumes considerable amounts of time to achieve final result. Imo comparing the two isn't really a good example. Movies (VFX) and 'Real-Time' Ray-Tracing...
Guys, dont make the same mistake as I did. HDRP is for 3D games, URP is for mobile and 2D games. Thats it. If you ever try to make a 3D game with URP for PC or consoles, it will be a pain in the ass because URP lacks very basic things for rendering. (ambient occlusion, lit particles for VFX graph, URP limits the number of lights, bad shadows, low quality bloom and flickering problems with it, no fog !! -> HDRP fog is amazing). You cant really switch from URP to HDRP.
“If you’re creating a 2D game, use universal”. The end. Hahahaha. I lost it there.
What an absolute mad lad :) Had me laughing!
Maybe I would choose "2D" from the menu instead of "URP" lol
thanks for telling us that.
explain why it's funny
The HDRP vs. URP comparison table at 7:57 says "LOL" for Ray-tracing under the Lighting heading for the URP column. Its hilarious.
@@mrpgumusic No, lol.
@@mrpgumusic if you had to use Raytracing for a project, you might as well just use HDRP
Wooo nice!! Finally there is a video on this topic! 😊
He spells "anysotropy" better then you :)
@@oleksandrmalkov6409 than*
Oml Brackey. The further I go in my game dev journey the more I learn from you and the more I wish Id gotten here earlier. Hope you are doing well on your new adventures, thank you so much for leaving all this for us.
SAME
2 Cor 4:4, repent. Heil GOD
@@ArcherThe2nd 2 Cor 4:4, repent. Heil GOD
5:05 that's the "BDP" or
Break Dance Pipeline.
Shouldn't BDP be Brackeys Dance Pipeline? :P
@@007Babush that make sense tho.
Here you free high quality assets
State: In Research
You know what I love about you, you make tutorials for FREE, no matter what it is you just do your best and that's amazing some people make free things to just sponsor there premium tutorial, but you make free for people to learn not to sponsor something like your premium pack or whatever, I love how you do it man you helped a lot of beggingers like me who is just started knowing what the hell unity is, I don't care how much ad you put into your video or sponsor some apps or websites, if that makes you make more videos just do it man but never stop helping other beginners. Amazing stuff, never stop man
I still go back to Brackeys videos once in a while. You guys actually my first game dev tutorial video I watch when I was in University and at that time I just do it for fun and still have no Idea what kind of job I will do after I graduate. Now, I'm on my way to my 4th interview as a game Programmer (mostly because I got lay off easily T___T). But the point is, your videos makes me what I am now and I'm still need your guidance once in a while XD . I Miss you guys and good luck on your current adventures!!!
Thank you for covering this! Also, That Milanote tool is dope!
I might have checked out one or two sponsored contents in the past, but this is definitely the first time I've really liked it enough to share with my friends and acquaintances. Thanks!
How come you can always explain things so clearly? The video is so helpful! :)
lee 哥?
@@Lin-fq3lc 乜料?
DARK MODE?! OMG! I'M SWITCHING TO MILANOTE!
Unreal have Dark Mode too, would you ... =]]
I don't think it adds dark mode to unity does it?
Sorry I'm Late we don’t talk about unreal here
@@squintygreeneyes unity has free dark mode now
@@AhbibHaald wait what now
Somebody: who's your favorite break dancer?
Me: Brackeys
Why ?
The world was bleak and dark then brackeys came into my life
If u go 2D choose URP else BRP (built-in rendering pipeline). The painful features which can make you decision for 3D are:
Buggy
BRP: ✕
URP: ✓
HDRP: ✓
Camera stacking
BRP: ✓
URP: ✕
HDRP: ✓
Visual graphs
BRP: ✕
URP: ✓
HDRP: ✓
Decals
BRP: ✕
URP: ✕
HDRP: ✓
Volumetric light/fog
BRP: ✕
URP: ✕
HDRP: ✓
PS Since ~2019.3.0f5 HDRP supports camera stacking. For URP it is in github pull request’s abyss
"painful" being the operative word here. The situation is really bad right now. No matter which way you go, it feels like you'll have to cut off your left arm for it.
Nearly at 1 million subscribers. Advance congratulations.
The first time a sponsor was a useful find.
Thank you for showing Milanotes! It is so much better than Trello. I've been using Trello for my game development planning and it can be clunky at times. Milanotes, on the other hand, is soo easy and flexible to build! Thank you so much!
Please make more beginner tutorials, your the best since you don’t ramble on but you don’t speed ahead, you say everything you need to and make it informational and simple.
Omg so close to 1 million subs. Keep up the good work!
The fact that Screenspace reflections are HDRP only genuinely makes me sad.
yeah, bummer.
Yeah it definitely would be nice to have the option.
Like decals as well - only having them in HDRP does not make sense. Had to get an add on called LUX to enable them.
I wonder if there’s an add on that enables screen space reflections?
Or you could use the standard renderer.
Can can do in shader based screen space reflections and refractions (and even AO) in URP with custom lit shaders and/or custom pass post processing.
@@TanukiDigital Standard Render Pipeline you mean? It will be removed in some years. Beware!
Ok you are definitely psychic. I was just looking at your old HDRP video yesterday!
Brackeys you rock !
I take pleasure to see your videos,
so helpful and so funny,
thank you
Camera stacking is awesome!
Made a full game with it to get trippy visuals!
20 views And 20 Likes Power Of Our Brackeys : )
5:05. This guy is just The Man
Nice, a video that actually show what the title say. Exactly what I needed, and you delivered
Astonishing. I was just searching for proper explanation about this not finding anything helpful.. Thank you!!
Along with the video content, tools from every single sponsor is useful as well.
Congrats for reaching 1mil subs!!
miss you brackeys!
Well done! A cool video and a nice spreadsheet on this very confusing topic. Thank you Brackeys! ❤️❤️❤️
He's about at 1 mil!!!
Like 1 thousand more!
Hands on tutorial HDRP would be nice, especially on the differences to old school unity projects
Camera stacking WHATTT That's great
Ikr, I had to rewind to make sure I didn't mis-hear what he said. I've been waiting for camera stacking in URP/HDRP and believed it was still not in yet.
I was shocked when I heard it too. Were you actually able to verify this??
@@AzizTitu yes its so cool
@@Futureblur I see that it's been implemented for URP. But do you have a link/documentation for how to do it in HDRP?
@@AzizTitu It works pretty much the same just create two cameras with different depth values.
That "Breakdown" was epic xD!
Super efficient and clear, man. Straight to the point, awesome, thanks !
i remain speechless 5:02...
you mean because of the high cringe factor?
Congrats on 1 Million subs!
This video is uploaded on my last year birthday 😍💖
Very informative. Thank you!
URP it is then! ;) great video, nice to have a detailed break down of both.
5:00 this is the real reason why Brackeys stop making videos for this channel.
What?
Finaly 1 milion subs keep up the good work🍾
This is a great video! Thanks for sharing.
Great explanation with some great points. Unfortunately, I'm still puzzled at the state of things which still puts SRP as an option.
"If your team is smaller than 5 people HDRP is probably not the right choice for you."
But no Realtime GI or ambience occlusion or ... in URP; hmm...
yeah, URP basically has not a lot of options to work with... But if you make a small minimalistic game you really don't need HDRP but if you really want to work on larger details for a game and powerful environment HDRP is a necessary choice for you.
i will miss him so much
Bboy Brackeys throwing down! 🔥
Very informative video. Thank you for your great work!
idk why but i started using HDRP as my main rendering, i just like it, that's it, performance is a bit hard but with this new project i am paying extra care towards performance and trying to keep my fps above 150 at 1080p on my 1070 and it is going super well
the main cause of low fps is multiple lights, even ones that don't cast shadows, having 4 non baked point light will drop it from 200fps to like 120-150 (don't remeber), but baking 3 of the point lights helped a lot
congrats on 1 mil! :D
congrats on 1MIL!
All other stuff aside, the Ureka moment for me is using Shader Graph. This feature alone really energizes me to learn more of how those cool effects were made and they are possible to do so with Shader Graph alone! I don't know for others, but if you're coming from programming side the same as me, try putting your ego down a little bit and enjoy the tool, it might spark something :) Ohh, and super thanks for videos! Your videos shifted my mindset about the tools and opinion towards Unity.
There are many features in the Built-in Renderer that are not available yet in URP or HDRP. This video fails to describe them. Renders pipelines might be the future, but it's not there yet for many, many projects. Beware!
This video was cool, but it's sounded to me a bit like fanboyism because of that.
Edit: Comparison in a reply to this comment :)
It's not fanboyism- he's been sponsored by Unity before and likely doesn't want to burn that by mentioning the points you described.
@@redpyre That sounds terrible. Being afraid to speak your mind because a corporation might not sponsor you again? You say that as if it's an okay reason.
However I doubt that's the case. We all like Unity and nothing wrong to talk about new features and things to come. With that said, Unity is not in a good state right now. A lot of things are either half-baked, broken or simply missing.
Okay, so what does the Built-In Renderer offer that's not in URP? Some examples would be helpful for people reading the comments.
I think you miss the intent of the video. It's not advocating for everyone to drop the Built-In Renderer and switch to either SRP. It's only explaining the differences between the two versions. It's not misleading in anyway and not fanboyism. The focus of the video is just SRP, not BIR.
Video title: HDRP vs URP....
RTFT > the last T for Title
I love how you did some break dancing! :D
My problem with this current situation is that there are 3 choices and none of them feel good.
Built-in renderer will be deprecated and can't use Shader Graph or VFX. URP is missing lots of features I was used to in built-in, it feels like a downgrade. HDRP seems like overkill for what I do and still feels not 100% polished.
To make things worse it's not easy to switch between them, so you have to make a decision early for your project and stick to it.
Thanks for the table! And yeah - you brake that down incredible!
WOW. I miss your videos man!
Welp, now we are waiting for URP tutorial !
Great video.. You explained it really well... HDRP is my favorite 😍😍
It's helpful,Thank you Brackeys!
Thanks! So right that aesthetics > graphics.
Good vid. I learned alot.👍
thanks for everything you've done so far.
1M subscribers hit today! Grats!
p.s. waiting for gold youtube-button
TY great information
wow, the Ad tool is exactly what I'm looking for!
Thank you! Informative and quick and fun. Nice
Great production value!
man brackeys kills it on the dance floor
Brackeys du er grunden til at jeg er kommet så langt som jeg er med Unity.
Startede med dit cube game og derefter er det gået stærkt.
Jeg går til Coding Pirates i Aalborg og har for 4. sæson i træk valgt Unity og er nu kommet på et hold hvor vi helt selv får lov til at sidde og nørkle med tingene eller arbejde sammen med en anden.
Jeg er fx. i gang med et projekt sammen med en anden hvor vi begge laver det samme spil bare hvor jeg laver det i Unity 2D og han laver det i Unreal 3D.
Og igen jeg er så taknemmelig for dine videoer og jeg havde nok aldrig været kommet så langt uden din hjælp.
Keep up The good work!
I'm making strategy game and goes fo HDRP just because of decals - it's too easy way to create different icons / roads / farmzones on the ground. And, also, i've made a water shader using the tutorials from YT in HDRP - looks good. Other than that, i think URP would suit me better cause i'm solo-dev
This was great in clearing things up, thanks
congrats on 1 mill :(
I loved your video helped choose after watching many other regarding same subject. i will test URP and see if it will give cool lighting with out ruin my collected particle systems.
this milanote is nice. better than trello imo, which was the one we used before
lets break it down scene had me shedding tears
Break dance is cool... But breaking the flow in a informative videos like this
this guy is shameless, omg I love this channel
Brackeeeeeeeyyyyyyys!!! come baaaaaaaaaaack!!
5:04 He's got some moves!
Your so close to 1 million subscribersssss
We miss u Brackeys :'(
😞
I miss you bro.
bro youre already at 1 mil Geeze
Wait, when did camera stacking happen in URP/HDRP?? I've been waiting for that!
@@CiroContinisioUnity I see that it has been implemented in URP. But can you verify if there is an option for this in HDRP???
according to forum.unity.com/threads/hdrp-camera-stacking-now-supported.717599/#post-5428536 HDRP doesn't support camera stacking
Terrain is only fully supported in URP at the moment (especially grass seems to be an issue in HDRP). Also, WebGL is only compatible with URP at the moment, which is kind of a killer argument for me. Lacking Ambient Occlusion, Volumetric Lighting and SSR hurts immensely though. Realtime GI is pretty much non-existent in HDRP because of the whole Enlighten mess. Upshot for me: focus on the other things first, wait how this develops.
Thanks Brackeys for this detailed explanation and comparison. I just want to know, if you already have some assets from Unity marketplace then do you need to have the HDRP version of those assets (HRDP compatible) for the project to be built in HDRP?
The assets should work, but I'm not sure about the materials
you hit 1 mil!
Really helpful thanks!
Omg this video was released on the same day as my birthday
you got me totally on break it down
God lord, I was getting heavy problems with HDRP with a MacBook Pro m1, I change to URP and my GPU start working better. Damn thank you
From your description it sounds like Unity is now getting things Unreal had for a while. Don’t get me wrong I use Unity in certain projects, but this is why Unreal is my main driver
*Correction:* Movies use full out ray tracing with astronomically higher bounce, sample rate's and image resolution which in turn produce the near life-like result. Instead of 'low' quality reflections, shadows, and light which it is (low) compared to rendering in lets say V-Ray.
Actual Ray-Tracing opposed to 'Real-Time' Ray Tracing in a game engine requires the kind of computational power that costs tens of thousands and still consumes considerable amounts of time to achieve final result.
Imo comparing the two isn't really a good example. Movies (VFX) and 'Real-Time' Ray-Tracing...
Hey bro! We miss you here on UA-cam)) hope you're good there, wherever you are))
congrats almost million subs
Please make a Video about the new Inputsystem.
How to make a first person controller would be so great
This is spartaaaa
Wow
1M + 440 vids
Love 🤗 you
But where's the 1M QnA video you talked about in your last QnA video?
lol just when i look at your subscribers, u have 1.000.000 exactly! congraaaatssss
Guys, dont make the same mistake as I did. HDRP is for 3D games, URP is for mobile and 2D games. Thats it. If you ever try to make a 3D game with URP for PC or consoles, it will be a pain in the ass because URP lacks very basic things for rendering. (ambient occlusion, lit particles for VFX graph, URP limits the number of lights, bad shadows, low quality bloom and flickering problems with it, no fog !! -> HDRP fog is amazing).
You cant really switch from URP to HDRP.