Performance Tips
intermediate performanceRadiant GI (Built-in) · Troubleshooting & FAQ
Radiant GI is designed to be efficient, but like any real-time GI solution, settings must be tuned to match your target hardware. This page provides guidelines for optimizing performance.
Recommended Baseline Settings
The following configuration (matching the Atrium demo scene) provides a good balance of quality and performance:
| Parameter | Value | Notes |
|---|---|---|
| Indirect Intensity | 1.5 | Adjust per scene |
| Ray Count | 1 | Each extra ray is expensive |
| Max Distance | 8 | Cover the room, no more |
| Max Samples | 24 | Lower = faster; increase jittering to compensate |
| Thickness | 1 | 0.3–1 range |
| Binary Search | On | Small overhead for better accuracy |
| Downsampling | 1 | Increase to 2 for lower-end GPUs |
| Raytracer Accuracy | 8 | Reduce for faster tracing |
| Smoothing | 3 | Level 4 is expensive; 3 is usually enough |
| Temporal Filter | On | Essential for stable results |
| Reuse Rays | 1 | Nearly free fallback |
Performance Tuning Guide
Fastest Gains (Start Here)
| Action | Impact | Trade-off |
|---|---|---|
| Increase Downsampling to 2 | High | Softer GI, less detail |
| Reduce Raytracer Accuracy | High | Less precise depth sampling |
| Reduce Max Samples to 16 | Medium | May cause banding; increase Jittering |
| Reduce Max Distance | Medium | GI won’t reach far surfaces |
Quality Improvements (When Budget Allows)
| Action | Impact | Cost |
|---|---|---|
| Increase Ray Count to 2 | Smoother, less noise | ~2x GPU cost |
| Enable One Extra Bounce | Richer indirect light | Low |
| Increase Smoothing to 4 | Cleaner output | Medium |
| Enable reflection probes fallback | Better off-screen data | Medium |
Platform-Specific Tips
- Mobile / low-end GPU: Downsampling = 2, Ray Count = 1, Max Samples = 16, Smoothing = 2
- Mid-range GPU: Use the baseline settings above
- High-end GPU: Ray Count = 2, Max Samples = 32, Smoothing = 4
- WebGL: Use Downsampling = 2, reduce Max Distance to cover only the visible area
Profiling
Use Unity’s Frame Debugger (Window → Analysis → Frame Debugger) to inspect Radiant GI’s render passes. Key passes to monitor:
- Radiant GI Ray March — main cost, affected by Ray Count and Max Samples
- Radiant GI Blur — affected by Smoothing level
- Radiant GI Temporal — usually lightweight
- Radiant RSM — only present if Reflective Shadow Maps are enabled
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