Performance Tips

intermediate performance

Radiant 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.

The following settings provide a good balance for mid-range hardware (similar to the included Atrium demo scene):

SettingRecommended ValueNotes
Indirect Intensity13Start low and increase to taste
Ray Count1Each additional ray significantly increases cost
Max Distance8Keep as low as your scene allows
Max Samples242432 is the sweet spot
Thickness0.10.3Lower = more precise but more misses
Raymarch Accuracy8Reduce to improve performance
Downsampling1Increase to 2 for significant FPS gains
Reuse Rays00.5Cheap way to fill in missing data
Temporal Stability812Higher = smoother but slower response
Response Speed12Balance between ghosting and stability

Optimization Checklist

OptimizationImpactDetails
Reduce Ray CountHighGoing from 2 rays to 1 roughly halves GI computation cost. One ray is enough for compelling results in most scenes.
Increase DownsamplingHighSetting downsampling to 2 processes the GI at half resolution — major FPS improvement with a subtle quality reduction.
Lower Raymarch AccuracyMediumEffectively downscales the depth buffer for better GPU cache performance. Reduces precision slightly.
Reduce Max DistanceMediumShorter rays = fewer samples = faster. Set to the minimum that covers your room/area.
Reduce Max SamplesMediumFewer ray-march steps per ray. 24 is a good default; going lower than 16 may cause visible artifacts.
Use Deferred RenderingQualityDeferred provides g-buffer data (albedo, specular) for free, producing better results than forward rendering where this data must be approximated.
Enable Temporal FilterQualityTemporal accumulation smooths the noisy single-ray result over multiple frames, allowing you to use fewer rays while maintaining visual quality.
Bypass Post ProcessingLowEnable Ignore Post Processing in the Renderer Feature and disable post-processing on the camera to save a full-screen blit.
Use Local VolumesVariableApply 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:

TierRay CountDownsamplingMax SamplesFallbacks
Low1216Reuse Rays only
Medium1124Reuse Rays + APV/Sky
High2132All 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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