Performance Tips

intermediate performance

Shiny SSR 2 · Troubleshooting & FAQ

Performance Tips

Shiny SSR 2 is designed for high performance, but screen-space raytracing is inherently GPU-intensive. Use these tips to find the right balance between quality and frame rate for your target platform.

Use Quality Presets

Shiny includes built-in presets you can apply at runtime. Create multiple Volume profiles and let the player choose their quality level.

PresetSample CountBest For
FastLowMobile, low-end hardware
MediumModerateMid-range PCs, consoles
HighHighDesktop PCs
SuperbVery highHigh-end desktop
UltraMaximumScreenshots, cinematics

Optimization Checklist

OptimizationImpactDetails
Reduce Sample CountHighThe single biggest factor. 16–32 samples are often sufficient for indoor scenes. Increase only where needed.
Use DownsamplingHighSet downsampling to 2 to render reflections at half resolution. Barely noticeable with blur enabled.
Dark Reflections modeMediumUses an optimized shader path with reduced blending cost.
Lower Max Ray LengthMediumShorter rays = fewer samples wasted on distant misses. Use 20–50 for interiors.
Enable Temporal FilterMediumAllows using fewer samples while maintaining stable output across frames.
Use Low PrecisionLow–MediumSwitches internal buffers to RGBA32. Reduces memory bandwidth at slight quality cost.
Forward + selective objectsHighIn Forward mode, only tagged objects are processed. This can be much faster than full-screen Deferred.
Reduce Blur PassesLowIncrease Blur Downsampling to reduce the cost of the post-blur pass.
Stencil MaskingMediumSkip reflection computation on screen regions you know don't need it (UI areas, sky).

Profiling

Use Unity's Frame Debugger (Window > Analysis > Frame Debugger) to see exactly which Shiny passes are running and how much time each consumes. The Output Mode debug option in the Shiny inspector also lets you visualize individual buffers.

Mobile Considerations

  • Use the Fast preset as a baseline.
  • Set downsampling to 2 or 3.
  • Prefer Forward rendering with Reflections scripts on only the most important objects.
  • Disable Compute Back Faces to avoid the extra depth pre-pass.
  • Enable Low Precision to reduce bandwidth.
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