[VFX Graph] Fix Fog Performance Drops from Particle Accumulation
Under Audit
Unity 2022.3.x - Unity 6.0.x
Published 17 days ago
A simple fog VFX graph significantly impacts frame rate, dropping 20 FPS when particles accumulate, indicating a performance bottleneck likely within the rendering pipeline or shader.
A seemingly simple fog vfx graph experiences a significant performance degradation, resulting in a 20 FPS drop when particles accumulate. The performance impact is highly dependent on fog vfx particle visibility, suggesting the issue may be rooted in the associated Shader Graph or rendering pipeline rather than the VFX Graph structure itself. Attempts to optimize both the VFX Graph and its corresponding Shader Graph by removing nested nodes and extraneous properties did not alleviate the performance bottleneck caused by the fog vfx.
- Evaluate overdraw caused by accumulating transparent particles, which can be visualized using rendering debug modes.
- Implement or refine particle culling settings within the
VFX Graphor adjustCameraculling distances to limit visible particles. - Optimize the shader graph complexity by reducing expensive calculations, texture samples, and simplifying blending modes, especially for particles that contribute little visually.
Editor's Note:
Related Posts Haven't quite found a solution to your problem? We think these posts might help you.
Content inspired by a Unity discussion post.