I hope you find this video useful for using the new features! I'll have more videos coming up for you. Let me know if I've missed anything out! :) 🎁Unity $20 Sale: bit.ly/UnitySalesHub 🎁*NEW* Unity Environment Bundle: humblebundleinc.sjv.io/e14byz 🎁Get OVER 225+ scripts & projects on my: bit.ly/SpeedTutorPatreon
Thats really nice. I like this short videos which explain how to get better performance in unity. Just click on a checkbox and get more performance is really nice stuff 🥳
@@SpeedTutor of course i already activated it for my game. GPU stuff is always good for performance. I develop a 3d online shooter, and for this performance is really important. So thank you for this nice tutorial. I really love it :)
Hi Matt, I've been using URP since day 2 lol. But if I'm honest when I look at the URP options to set it up, there's loads to choose from and don't know what the others do !
@@SpeedTutor OMGG!!😭😭 I thought this was going to come out at the end of the year or even in January. I think I'll have to use another approach until then 🤣🤣 Thank you!! ^^
hey im new in game dev and also in unity can you tell me where to start and what to do ? what i need to learn and what i need to know to start my game dev journey and in future to make revenue from it :)
It's a very broad question but I'd recommend getting a course on Udemy or look on my channel as I featured a humble bundle for a massive reduction for a set of courses that would get you started. It's more about taking a simple, appropriable idea and getting starting creating small parts of it. Don't shoot for the world :) Take it slow and build up your knowledge.
That is a fascinating question and you should do a trace and look up the frametimes. What kind of numbers are you talking about? Resident drawer is kinda batching and GPU culling. Indoor levels are a scenario where classic CPU culling is strong, so maybe it's just the overhead of a system that does not bring a benefit, but that's just a guess.
You get the most benefit out of a larger scene with lots of objects that share the same mesh, interior scenes don't always do that. You could incorporate the original style of occlusion culling to see if that works better for you?
GPU occlusion culling could be good for interior scenes, where you want objects to be culling automatically but it depends whether the instanced drawing is a better downside.
@@sealsharp well the corridor were created using probuild there is not so much as decoration just few lamps and doors and the difference in terms of fps are between 5 to 10 fps
I migrated one of my projects to Unity 6 and enabled the GPU Resident Drawer. The improvement in FPSs was 0 and about 10 batches reduction in the best case. This is not very different to static batching of instance indirect mechanisms. I got similar results with those two. After that, I combined meshes manually and disabled the resident drawer and static batching. I went about 40% more FPSs and reduced batches drastically. In addition, I was able to have better control over culling. So nothing new under the sun. If you want something to be done properly, do it yourself.
At this point you also could write your own game engine already. The whole point of a game engine is to reduce dev time. Of course manual microoptimizations will be more performant, but the dev time is not free. Edit: Also, I want to wish you good luck manually trying to optimize dynamic scenes, when amount of meshes depends on the gameplay.
This was the point I was going to make, every single manual optimisation you make will always beat any automatic feature that tries to do it all. This is just here as a fast option to improve performance where appropriate, without taking hundreds of extra hours. Whereas in the scene I showed in the video, it did improve performance in both areas without any large effort. I'm thankful for your comment as it shows others that you can do a great job with a little extra time and effort! :)
@@uzlezz_3587 Do not exagerate. Combining static meshes is easy to do even if they are created dynamically (I have been using my own code for this far before Unity released Static Batching). Everything has its use. Direct instantiation is also easy to do with both, static meshes and static meshes created dynamically and it is something that has existed in Unity for years. The only thing that the GPU Resident Drawer is contributing is that the batching is done in the GPU instead of the CPU. The gains your are going to get from that are residual. I'm just saying all this because the people thinks that they are going to have a huge performance increase by enabling the GPU Resident Drawer and it will not be the case.
I hope you find this video useful for using the new features! I'll have more videos coming up for you. Let me know if I've missed anything out! :)
🎁Unity $20 Sale: bit.ly/UnitySalesHub
🎁*NEW* Unity Environment Bundle: humblebundleinc.sjv.io/e14byz
🎁Get OVER 225+ scripts & projects on my: bit.ly/SpeedTutorPatreon
Thanks Matt! Always appreciate you taking the time to explain what is going on. Unity 6 is a beast, I’m loving it
You're still making epic stuff?
ty
Thats really nice. I like this short videos which explain how to get better performance in unity. Just click on a checkbox and get more performance is really nice stuff 🥳
I think that's the best kind of addition, I always say! :P Is it something you'll use?
@@SpeedTutor of course i already activated it for my game. GPU stuff is always good for performance. I develop a 3d online shooter, and for this performance is really important. So thank you for this nice tutorial. I really love it :)
Thanks for checking this out too! :)
Hi Matt, I've been using URP since day 2 lol. But if I'm honest when I look at the URP options to set it up, there's loads to choose from and don't know what the others do !
What's confusing you? Haha.
If you look at the other options when you're in the URP settings you'll see other options like render feature, there are another 6 options.
I'll take a peak! Haha.
Awesome video!!!! Do you know when they will release the MeshLOD feature? Because I cant find it :/
I think that's realistically going to be around April 2025, as far as I'm aware! I'll make a video on it when it's out though :)
@@SpeedTutor OMGG!!😭😭 I thought this was going to come out at the end of the year or even in January. I think I'll have to use another approach until then 🤣🤣 Thank you!! ^^
Nice one thank you
You're very welcome! :D
hey im new in game dev and also in unity can you tell me where to start and what to do ? what i need to learn and what i need to know to start my game dev journey and in future to make revenue from it :)
It's a very broad question but I'd recommend getting a course on Udemy or look on my channel as I featured a humble bundle for a massive reduction for a set of courses that would get you started. It's more about taking a simple, appropriable idea and getting starting creating small parts of it. Don't shoot for the world :) Take it slow and build up your knowledge.
Isn't the name "Resident Drawer" misleading as you can't use it for SkinnedMeshRenderers, can you?
As far as I'm aware, no it won't but things could have changed or may well still change. I'll try and see if I can find out :)
Thanks m8 👍
No problem 👍
but Mobile phone Integrated gpus arnt that Powerul so ??
You'd have to test this for yourself but it may help you out on mobile too as this project does run on mobile :)
@@SpeedTutor thanks for INSANELY FAST reply Bro Love you , thanks
You're very welcome! :D
anybody had idea why a corridor levels perform worse using resident drawer ?
That is a fascinating question and you should do a trace and look up the frametimes.
What kind of numbers are you talking about?
Resident drawer is kinda batching and GPU culling.
Indoor levels are a scenario where classic CPU culling is strong, so maybe it's just the overhead of a system that does not bring a benefit, but that's just a guess.
You get the most benefit out of a larger scene with lots of objects that share the same mesh, interior scenes don't always do that. You could incorporate the original style of occlusion culling to see if that works better for you?
Maybe this is better for outdoor scenes tbh, I haven't tried it out but for interior, it sounds like it might not perform better.
GPU occlusion culling could be good for interior scenes, where you want objects to be culling automatically but it depends whether the instanced drawing is a better downside.
@@sealsharp well the corridor were created using probuild there is not so much as decoration just few lamps and doors and the difference in terms of fps are between 5 to 10 fps
I migrated one of my projects to Unity 6 and enabled the GPU Resident Drawer. The improvement in FPSs was 0 and about 10 batches reduction in the best case. This is not very different to static batching of instance indirect mechanisms. I got similar results with those two. After that, I combined meshes manually and disabled the resident drawer and static batching. I went about 40% more FPSs and reduced batches drastically. In addition, I was able to have better control over culling. So nothing new under the sun. If you want something to be done properly, do it yourself.
At this point you also could write your own game engine already. The whole point of a game engine is to reduce dev time. Of course manual microoptimizations will be more performant, but the dev time is not free.
Edit: Also, I want to wish you good luck manually trying to optimize dynamic scenes, when amount of meshes depends on the gameplay.
This was the point I was going to make, every single manual optimisation you make will always beat any automatic feature that tries to do it all. This is just here as a fast option to improve performance where appropriate, without taking hundreds of extra hours. Whereas in the scene I showed in the video, it did improve performance in both areas without any large effort. I'm thankful for your comment as it shows others that you can do a great job with a little extra time and effort! :)
@@uzlezz_3587 Do not exagerate. Combining static meshes is easy to do even if they are created dynamically (I have been using my own code for this far before Unity released Static Batching). Everything has its use. Direct instantiation is also easy to do with both, static meshes and static meshes created dynamically and it is something that has existed in Unity for years. The only thing that the GPU Resident Drawer is contributing is that the batching is done in the GPU instead of the CPU. The gains your are going to get from that are residual. I'm just saying all this because the people thinks that they are going to have a huge performance increase by enabling the GPU Resident Drawer and it will not be the case.
First 😂😂😂
You're so fast! :P