guycalledfrank / bakery-issues

Bug tracker for Bakery
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URP performance scalability of volume lighting #63

Open laurentopia opened 3 years ago

laurentopia commented 3 years ago

I use render scaling to hit 60Hz on switch. it worked wonders until i started using volume lighting: render scaling to 0.2 doesn't increase framerate. since the CPU is only at 7ms it is a GPU bottleneck. my hunch: the SRP batcher is not batching nearby objects to benefit from 3d texture locality causing texture caching misses. ... although the volume is really small at 30x60x10. what's your hunch? anything i can do? any plan to compress the 3d texture?

guycalledfrank commented 3 years ago

SRP batcher has nothing to do with GPU performance. Its purpose is to save CPU time on switching shaders/updating constants. If it's a GPU bottleneck, you should see a noticeable difference between specular and non-specular version of the graph. If that's the case, I can try making a simplified shader and... yes, compressing the textures is possible, although I'm not sure how well it'll work for very low-resolution volumes (any artifacts will be very large).