Performance Tips
intermediate performanceRadiant GI (URP) · Troubleshooting & FAQ
Overview
Radiant GI is designed to be efficient — it runs entirely on the GPU with no pre-computation. However, real-time GI is inherently demanding. These tips help you find the right quality/performance balance for your target platform.
Recommended Baseline Configuration
The following settings provide a good balance for mid-range hardware (similar to the included Atrium demo scene):
| Setting | Recommended Value | Notes |
|---|---|---|
| Indirect Intensity | 1–3 | Start low and increase to taste |
| Ray Count | 1 | Each additional ray significantly increases cost |
| Max Distance | 8 | Keep as low as your scene allows |
| Max Samples | 24 | 24–32 is the sweet spot |
| Thickness | 0.1–0.3 | Lower = more precise but more misses |
| Raymarch Accuracy | 8 | Reduce to improve performance |
| Downsampling | 1 | Increase to 2 for significant FPS gains |
| Reuse Rays | 0–0.5 | Cheap way to fill in missing data |
| Temporal Stability | 8–12 | Higher = smoother but slower response |
| Response Speed | 12 | Balance between ghosting and stability |
Optimization Checklist
| Optimization | Impact | Details |
|---|---|---|
| Reduce Ray Count | High | Going from 2 rays to 1 roughly halves GI computation cost. One ray is enough for compelling results in most scenes. |
| Increase Downsampling | High | Setting downsampling to 2 processes the GI at half resolution — major FPS improvement with a subtle quality reduction. |
| Lower Raymarch Accuracy | Medium | Effectively downscales the depth buffer for better GPU cache performance. Reduces precision slightly. |
| Reduce Max Distance | Medium | Shorter rays = fewer samples = faster. Set to the minimum that covers your room/area. |
| Reduce Max Samples | Medium | Fewer ray-march steps per ray. 24 is a good default; going lower than 16 may cause visible artifacts. |
| Use Deferred Rendering | Quality | Deferred provides g-buffer data (albedo, specular) for free, producing better results than forward rendering where this data must be approximated. |
| Enable Temporal Filter | Quality | Temporal accumulation smooths the noisy single-ray result over multiple frames, allowing you to use fewer rays while maintaining visual quality. |
| Bypass Post Processing | Low | Enable Ignore Post Processing in the Renderer Feature and disable post-processing on the camera to save a full-screen blit. |
| Use Local Volumes | Variable | Apply GI only where needed (indoors, key areas) and disable it in open areas where the effect is less noticeable. |
Quality Tiers
Consider creating multiple Volume profiles for different hardware:
| Tier | Ray Count | Downsampling | Max Samples | Fallbacks |
|---|---|---|---|---|
| Low | 1 | 2 | 16 | Reuse Rays only |
| Medium | 1 | 1 | 24 | Reuse Rays + APV/Sky |
| High | 2 | 1 | 32 | All fallbacks |
Profiling tip: Use Unity's Frame Debugger (Window > Analysis > Frame Debugger) to identify which Radiant passes consume the most time. The Debug View in Radiant's settings also helps visualize individual buffers.
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