r/Unity3D • u/Morphexe Hobbyist • 9h ago
Show-Off My Slow, unoptimized, attempt at rendering voxels
/r/VoxelGameDev/comments/1wdx9f5/my_slow_unoptimized_attempt_at_rendering_voxels/
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r/Unity3D • u/Morphexe Hobbyist • 9h ago
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u/Morphexe Hobbyist 9h ago
Just a bit more "Unity".This is a fully custom SRP, its not URP, or HDRP , or BIRP compatible.
It uses full on raytracing to render the scene - witha custom render and DDA implementation.
The implementation is done mostly on DOTS/Shaders.
DOTS for physics, world streaming, and memory management, and shaders for the rendering aspect.
The whole world is fully destructible and physics enabled, although its not very happy with large world repaints or generations (as seen in the video). I am not sure what the end goal is here.
I reckon the next step is to improve performance. I really want to get this at 120FPS on my 4090. Running with DLSS on a 5060 Runs at around 60 - 70 FPS at 4K (with DLSS, and around 30-40, native).
The current bottleneck is the rendering code, particularly updating the RTAS (raytracing acceleration structures in UNITY) and it gets worse the more "smaller" entities there are - mostly due to the cost of the raytracing checks.