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Does VFX Graph enhance GPU efficiency on Quest 2 vs Shuriken

Hello everybody :wave:
Brief model: If I feed the VFX graph the place and velocity of each particle in each replace manually, would this nonetheless enhance GPU efficiency vs operating it on the Shuriken system?

I’m a Cognitive Science Grasp and for my thesis I’m engaged on a undertaking that makes use of solely particles and forces in Unity (associated to Group VR experiences can produce ego attenuation and connectedness similar to psychedelics | Scientific Studies). The undertaking must run easily on a Quest 2 and I’m operating into GPU limitations after I use the Shuriken particle system with clear particles (sadly they have to be clear for issues to look appropriately). I’m emiting and shifting the particles manually by script, making use of attraction forces to a number of shifting factors in area and computing collisions between particles. Utilizing the IJobParticleSystem strategies I managed to make it CPU performant, however GPU is limiting the quantity of particles I can show whereas retaining FPS up (about 1k particles appears to be the restrict if they’re all on display screen). Since I compute all motion manually anyway, might I merely feed the place and velocity of every particle to the replace block of VFX graph and nonetheless anticipate GPU efficiency enhancements? I’ve by no means used the VFX graph, however from what I’ve seen I might use attributes to feed it all of the particle positions and velocities I compute in my script, appropriate? My particles by no means die, I spawn them as soon as at begin after which I preserve them alive infinitely, subsequently I can at all times entry every particle by its index that I secure after I emit them manually through script firstly.
I’m comfortable to offer extra info to anybody :slight_smile:

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VFX Graph shouldn’t be good for Quest, I restricted myself to solely shuriken because it’s solely engaged on CPU whereas VFX Graph is barely GPU, so I assume it would make issues worse.

Resolution to be the best way to cut back overdraw, so perhaps you may make these clear particles simply masked with dithering, it could assist so much already. Or attempt to cut back locations the place they overlap one another.

In RealtimeVFX discord there may be one enormous put up about Quest optimalization. When you write there to me I can hyperlink you there

Thank your on your response, I discovered this hyperlink to your discord however the invite expired, might you please direct me to the right one? Discord server

nevermind I discovered the energetic hyperlink

In case you have the identical title in discord then I’ve pinged you :smiley:

When creating VFX for the Quest 2, it’s typically higher to make the most of the GPU over the CPU for higher efficiency. The Quest 2 has a strong GPU, which is designed to deal with intensive graphical processing duties.

The CPU is answerable for dealing with non-graphical duties, similar to sport logic and physics calculations. Whereas the CPU is essential for the general efficiency of a sport, it isn’t as essential for VFX processing because the GPU.

By using the GPU, you possibly can make the most of its parallel processing capabilities to deal with complicated VFX calculations extra effectively. This can end in higher efficiency and smoother gameplay on the Quest 2.

VFX Graph is GPU-accelerated. Because of this the visible results created with VFX Graph can make the most of the facility of the GPU to render extra particles and extra complicated visible results in real-time, which may end up in larger efficiency and smoother gameplay on gadgets just like the Quest 2.

It’s appropriate for platforms like PC/consoles, although not for Quest/mobiles. In case your {hardware} doesn’t help any good GPU then even tho GPU particles are general extra optimum than CPU ones, they received’t work properly on this system.

And Quest works on cell {hardware}, so it’s no go



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