Performance

GI Ray Count

How many rays are fired from each probe. Heavily affects CPU performance. Increasing this helps GI sample more precisely. For example, sunlight is barely showing through a window curtain. In this scenario, with a low GI Ray Count, AdaptiveGI won't pick up the direct sunlight, as there isn't enough area for rays to hit.

Probe Placement Ray Count

The number of rays fired from the camera each frame for GI Probe placement. Minorly affects CPU performance. Increase this if GI Probes aren't spawning fast enough for a fast-moving camera.

GI Probe Update Interval Multiplier

A multiplier on the cascade update intervals. A lower number will update GI faster, while a higher number will improve framerates and reduce GI responsiveness. Depending on how cascade update intervals are set, this can potentially heavily affect CPU performance.

GI Lighting Updates Per Second

Think of this as a capped frame rate, but just for lighting. This controls how many GI lighting updates are calculated per second. Lower numbers improve GPU performance.

Probe Resolution

This controls the density of GI Probes. Adjust this setting according to the scale of your scene. Higher values are needed for smaller scenes, while lower values can improve CPU performance and smooth out GI for big scenes.

Lighting Resolution

The resolution of the underlying voxel grid for rendering lighting and calculating shadows. This setting heavily affects GPU performance.

Max Lights

How many lights can be rendered at a time. This exists to pre-allocate NativeArrays so there are no runtime memory allocations. Higher values increase CPU memory and VRAM usage.

Max Probes

The maximum number of probes in the world at one time, when this limit is exceeded, the farthest away probes are removed and reused. Similar to Max Lights, higher values increase CPU memory and VRAM usage.

Per Job Compute Threads

The number of CPU threads used for GI calculation. Raise this value to take advantage of higher core count CPUs. However, too high of a value will cause Unity's C# Job System to prioritize AdaptiveGI jobs over other framerate locked jobs, such as frustrum culling, decreasing framerates.

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