Performance Tips

intermediate performance

Radiant 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:

ParameterValueNotes
Indirect Intensity1.5Adjust per scene
Ray Count1Each extra ray is expensive
Max Distance8Cover the room, no more
Max Samples24Lower = faster; increase jittering to compensate
Thickness10.3–1 range
Binary SearchOnSmall overhead for better accuracy
Downsampling1Increase to 2 for lower-end GPUs
Raytracer Accuracy8Reduce for faster tracing
Smoothing3Level 4 is expensive; 3 is usually enough
Temporal FilterOnEssential for stable results
Reuse Rays1Nearly free fallback

Performance Tuning Guide

Fastest Gains (Start Here)

ActionImpactTrade-off
Increase Downsampling to 2HighSofter GI, less detail
Reduce Raytracer AccuracyHighLess precise depth sampling
Reduce Max Samples to 16MediumMay cause banding; increase Jittering
Reduce Max DistanceMediumGI won’t reach far surfaces

Quality Improvements (When Budget Allows)

ActionImpactCost
Increase Ray Count to 2Smoother, less noise~2x GPU cost
Enable One Extra BounceRicher indirect lightLow
Increase Smoothing to 4Cleaner outputMedium
Enable reflection probes fallbackBetter off-screen dataMedium

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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