Difference between revisions of "GPU Instancer Pro:FAQ"

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(What are the Minimum Requirements?)
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To provide the fastest possible performance, GPU Instancer utilizes [[GPU_Instancer:Terminology#Instancing_vs_Indirect_Instancing|indirect GPU instancing]] using Unity's [https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstancedIndirect.html DrawMeshInstancedIndirect] API and [https://docs.unity3d.com/Manual/class-ComputeShader.html Compute Shaders]. Following are the minimum requirements for GPU instancing and Compute Shader support:
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To provide the fastest possible performance, GPU Instancer Pro utilizes indirect GPU instancing using Unity's [https://docs.unity3d.com/ScriptReference/Graphics.RenderMeshInstanced.html RenderMeshInstanced] API and [https://docs.unity3d.com/Manual/class-ComputeShader.html Compute Shaders]. The target devices should support GPU instancing ([https://docs.unity3d.com/ScriptReference/SystemInfo-supportsInstancing.html SystemInfo.supportsInstancing]) and Compute Shaders ([https://docs.unity3d.com/ScriptReference/SystemInfo-supportsComputeShaders.html SystemInfo.supportsComputeShaders]).
 
 
 
 
* DirectX 11 or DirectX 12 and Shader Model 5.0 GPU (Windows)
 
* Metal (macOS, iOS)
 
* OpenGL Core 4.3 (Windows, Linux)
 
* Vulkan (Android, Windows, Linux)
 
* OpenGL ES 3.1 (Android 8.0 Oreo or later)
 
* Modern Consoles (PS4, PS5, Xbox One)
 
 
 
'''Note:''' Android VR devices like Oculus Quest or Pico, PlayStation VR (any version) and Nintendo Switch are '''not supported'''.
 
  
 
Please also note that even though some integrated graphics cards may satisfy these requirements, they may not provide the boost you can get from GPU Instancing. Therefore, hardware with a dedicated GPU is recommended.
 
Please also note that even though some integrated graphics cards may satisfy these requirements, they may not provide the boost you can get from GPU Instancing. Therefore, hardware with a dedicated GPU is recommended.

Revision as of 16:46, 8 April 2024

About GPU Instance Pro | Getting Started | Terminology | Best Practices | API Documentation | F.A.Q.


General Questions


What are the Minimum Requirements?


To provide the fastest possible performance, GPU Instancer Pro utilizes indirect GPU instancing using Unity's RenderMeshInstanced API and Compute Shaders. The target devices should support GPU instancing (SystemInfo.supportsInstancing) and Compute Shaders (SystemInfo.supportsComputeShaders).

Please also note that even though some integrated graphics cards may satisfy these requirements, they may not provide the boost you can get from GPU Instancing. Therefore, hardware with a dedicated GPU is recommended.


What are the Known Limitations?


There are certain limitations that are introduced by the way Indirect GPU instancing works and/or how Unity handles it. Below you can find a list of the known limitations.


Lighting Limitations:

  • Baked Global Illumination is not supported for instanced prototypes (baked lighting data will be ignored for GPUI instances, but you can use it for the rest of the scene objects)
  • Light Probes are not supported (all the instances share the same probe value).
  • Reflection probes: instanced prototypes with reflective surfaces do not show reflections in forward rendering mode. This limitation does not apply to deferred rendering mode. Also, instanced prototypes still appear on other reflective surfaces in forward rendering mode - they just don't show reflections themselves.
  • Ray Tracing is not supported.


Shader Limitations:

  • Geometry shaders are not supported.
  • Tesselation shaders are not supported


Android Limitations:

  • It requires special care to decide what you can render when targeting Android Devices. Android platforms have inherent GPU limitations and target devices must both support GPU instancing and fare good with it. For example the amount of objects possible to render would be lower than a desktop platform - where the maximum number of instances and prototypes might vary depending on the devices' GPU limitations. Therefore, you must make sure that the number of prototypes and instances per those prototypes do not exceed the target devices' GPU limitations.


Miscellaneous Limitations:

  • Negative scaling on GameObjects is not supported.
  • "Coverage Mode" for Detail Scatter Mode terrain setting is not supported.
  • HDRP Motion Vectors is not supported.
  • Occlusion culling feature is not supported when using HDRP Dynamic Resolution.


How can I make a Support Request?


For your support requests, please write an e-mail to support@gurbu.com with the following information:

  • Your invoice number(s) (except for pre-purchase questions)
  • Your Unity version number
  • Target platform(s)
  • Render Pipeline (Builtin/URP/HDRP)


For issues or bug reports, please also include:

  • Detailed description of the problem
  • A sample project (e.g. a scene with minimum amount of content to show the problem) or step by step description of how to reproduce the issue on a new/empty project
  • Any console log related to GPU Instancer
  • Screenshots of the GPUI managers in use
  • Screenshots and/or videos related to the issue