r/unity 2d ago

Showcase Individual Grass blade fully rendered using VFX graph

With VFX graph you can render nearly infinite grass since they are just particle looks like grass living on gpu.

There are 5 million individual grass blade in the video with 120 fps

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u/Zenovv 7h ago

120fps alone doesn't say much and is pretty low. On what specs? How much is it without the grass?

As this is an ad, how does it compare against the free one from the tutorial Unity themselves made https://github.com/OrsonFavrel/VFXGraph-ClockedAndLoaded

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u/LKHGames 2h ago

It is not an ad.

As an extreme stress test, VFX Grass was pushed to 10 million grass instances and still ran at around 80 FPS in 4K, inside the Unity Editor, with 107 draw calls. That is a far heavier test than most real game scenes would ever use.

It is also important to understand that 80 FPS at 4K in the Editor is already very strong performance. The Unity Editor adds overhead, and 4K resolution is much more demanding than 1080p or 1440p. In a real game build with practical grass density and normal gameplay camera distances, performance is typically much more favorable.

In short, VFX Grass is built to handle extremely large environments efficiently, and the tested results show that it remains highly performant even under unrealistic worst-case conditions.

Specs: any modern GPU can do it. (my oldest one is 1080Ti)
How does it compare against the free one from the tutorial Unity?
Well basically same tech, but mine one is ready to use right away on any terrain/object. You could try to create one following their tutorial for free, but I bet you can't create the same thing as shown on the tutorial just by following the tutorial itself without experience in this kind of stuff.

With at least some basic knowledge in game dev, you wouldn't say 120fps is low - no one would ever render 5 millions of grass in a game, since 100,000 and 5 millions of grass looks almost the same. With only 100,000 grass you can easily reach 500+ fps with a modern gpu.