Introduction
As a FPS game fun, when Battlefield 5 was just released, I was so exciting to see such gogerious graphic rendering in the game.
Also, as a Unity developer, I wonder if it was possible for Unity to reach such level of graphics quality. After a quick research, I realized that besides the URP (Universal Render Pipeline) designed for universal (mostly, low-ends) platform, there was another render pipeline that was just designed for high-end devices, the HDRP. Without hesitation, I decided to practice it, to try the limit (at that time) of the game engine I had played with for years.
Content
The demo scene was crafted with Unity HDRP, including a tank-simulator, real-time light + baked lightmaps, volumetric cloud, realistic terrain, destroyable meshes, tons of effect, heavy post-processing, a main and a top-down minimap cameras, and some UIs.
With my RTX 3090, I9-10900K, the scene was running at around 60-80fps. When the tank fired projectile and destroyed something, it dropped to 40 fps.
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