Oml Brackey. The further I go in my game dev journey the more I learn from you and the more I wish Id gotten here earlier. Hope you are doing well on your new adventures, thank you so much for leaving all this for us.
You know what I love about you, you make tutorials for FREE, no matter what it is you just do your best and that's amazing some people make free things to just sponsor there premium tutorial, but you make free for people to learn not to sponsor something like your premium pack or whatever, I love how you do it man you helped a lot of beggingers like me who is just started knowing what the hell unity is, I don't care how much ad you put into your video or sponsor some apps or websites, if that makes you make more videos just do it man but never stop helping other beginners. Amazing stuff, never stop man
I might have checked out one or two sponsored contents in the past, but this is definitely the first time I've really liked it enough to share with my friends and acquaintances. Thanks!
I still go back to Brackeys videos once in a while. You guys actually my first game dev tutorial video I watch when I was in University and at that time I just do it for fun and still have no Idea what kind of job I will do after I graduate. Now, I'm on my way to my 4th interview as a game Programmer (mostly because I got lay off easily T___T). But the point is, your videos makes me what I am now and I'm still need your guidance once in a while XD . I Miss you guys and good luck on your current adventures!!!
Yeah it definitely would be nice to have the option. Like decals as well - only having them in HDRP does not make sense. Had to get an add on called LUX to enable them. I wonder if there’s an add on that enables screen space reflections?
If u go 2D choose URP else BRP (built-in rendering pipeline). The painful features which can make you decision for 3D are: Buggy BRP: ✕ URP: ✓ HDRP: ✓ Camera stacking BRP: ✓ URP: ✕ HDRP: ✓ Visual graphs BRP: ✕ URP: ✓ HDRP: ✓ Decals BRP: ✕ URP: ✕ HDRP: ✓ Volumetric light/fog BRP: ✕ URP: ✕ HDRP: ✓ PS Since ~2019.3.0f5 HDRP supports camera stacking. For URP it is in github pull request’s abyss
"painful" being the operative word here. The situation is really bad right now. No matter which way you go, it feels like you'll have to cut off your left arm for it.
Please make more beginner tutorials, your the best since you don’t ramble on but you don’t speed ahead, you say everything you need to and make it informational and simple.
There are many features in the Built-in Renderer that are not available yet in URP or HDRP. This video fails to describe them. Renders pipelines might be the future, but it's not there yet for many, many projects. Beware! This video was cool, but it's sounded to me a bit like fanboyism because of that. Edit: Comparison in a reply to this comment :)
@@redpyre That sounds terrible. Being afraid to speak your mind because a corporation might not sponsor you again? You say that as if it's an okay reason. However I doubt that's the case. We all like Unity and nothing wrong to talk about new features and things to come. With that said, Unity is not in a good state right now. A lot of things are either half-baked, broken or simply missing.
Okay, so what does the Built-In Renderer offer that's not in URP? Some examples would be helpful for people reading the comments. I think you miss the intent of the video. It's not advocating for everyone to drop the Built-In Renderer and switch to either SRP. It's only explaining the differences between the two versions. It's not misleading in anyway and not fanboyism. The focus of the video is just SRP, not BIR.
Ikr, I had to rewind to make sure I didn't mis-hear what he said. I've been waiting for camera stacking in URP/HDRP and believed it was still not in yet.
Thank you for showing Milanotes! It is so much better than Trello. I've been using Trello for my game development planning and it can be clunky at times. Milanotes, on the other hand, is soo easy and flexible to build! Thank you so much!
Great explanation with some great points. Unfortunately, I'm still puzzled at the state of things which still puts SRP as an option. "If your team is smaller than 5 people HDRP is probably not the right choice for you." But no Realtime GI or ambience occlusion or ... in URP; hmm...
yeah, URP basically has not a lot of options to work with... But if you make a small minimalistic game you really don't need HDRP but if you really want to work on larger details for a game and powerful environment HDRP is a necessary choice for you.
My problem with this current situation is that there are 3 choices and none of them feel good. Built-in renderer will be deprecated and can't use Shader Graph or VFX. URP is missing lots of features I was used to in built-in, it feels like a downgrade. HDRP seems like overkill for what I do and still feels not 100% polished. To make things worse it's not easy to switch between them, so you have to make a decision early for your project and stick to it.
idk why but i started using HDRP as my main rendering, i just like it, that's it, performance is a bit hard but with this new project i am paying extra care towards performance and trying to keep my fps above 150 at 1080p on my 1070 and it is going super well the main cause of low fps is multiple lights, even ones that don't cast shadows, having 4 non baked point light will drop it from 200fps to like 120-150 (don't remeber), but baking 3 of the point lights helped a lot
All other stuff aside, the Ureka moment for me is using Shader Graph. This feature alone really energizes me to learn more of how those cool effects were made and they are possible to do so with Shader Graph alone! I don't know for others, but if you're coming from programming side the same as me, try putting your ego down a little bit and enjoy the tool, it might spark something :) Ohh, and super thanks for videos! Your videos shifted my mindset about the tools and opinion towards Unity.
*Correction:* Movies use full out ray tracing with astronomically higher bounce, sample rate's and image resolution which in turn produce the near life-like result. Instead of 'low' quality reflections, shadows, and light which it is (low) compared to rendering in lets say V-Ray. Actual Ray-Tracing opposed to 'Real-Time' Ray Tracing in a game engine requires the kind of computational power that costs tens of thousands and still consumes considerable amounts of time to achieve final result. Imo comparing the two isn't really a good example. Movies (VFX) and 'Real-Time' Ray-Tracing...
I'm making strategy game and goes fo HDRP just because of decals - it's too easy way to create different icons / roads / farmzones on the ground. And, also, i've made a water shader using the tutorials from YT in HDRP - looks good. Other than that, i think URP would suit me better cause i'm solo-dev
Guys I’m still stuck - I am making a low poly game but I want it too have good lighting and graphics to make up for it being flat and having a large lack of detail in the overall environment, otherwise I feel like it would look way too plasticy like veggie tales XD. Also I’m stuck between real-time and baked lighting. Real-time - medium lighting on all objects. Baked - awesome lighting on static objects, and TRaSH lighting on dynamic objects. I don’t see why anyone would use baked for that reason. Even with light probes it looks terrible - you can’t get crisp shadows only a dull fade between light and dark. I really feel like I’ve missed something regarding baked lighting because it seems very popular.
I loved your video helped choose after watching many other regarding same subject. i will test URP and see if it will give cool lighting with out ruin my collected particle systems.
Terrain is only fully supported in URP at the moment (especially grass seems to be an issue in HDRP). Also, WebGL is only compatible with URP at the moment, which is kind of a killer argument for me. Lacking Ambient Occlusion, Volumetric Lighting and SSR hurts immensely though. Realtime GI is pretty much non-existent in HDRP because of the whole Enlighten mess. Upshot for me: focus on the other things first, wait how this develops.
“If you’re creating a 2D game, use universal”. The end. Hahahaha. I lost it there.
What an absolute mad lad :) Had me laughing!
Maybe I would choose "2D" from the menu instead of "URP" lol
thanks for telling us that.
explain why it's funny
The HDRP vs. URP comparison table at 7:57 says "LOL" for Ray-tracing under the Lighting heading for the URP column. Its hilarious.
@@mrpgumusic No, lol.
@@mrpgumusic if you had to use Raytracing for a project, you might as well just use HDRP
Oml Brackey. The further I go in my game dev journey the more I learn from you and the more I wish Id gotten here earlier. Hope you are doing well on your new adventures, thank you so much for leaving all this for us.
SAME
2 Cor 4:4, repent. Heil GOD
@@ArcherThe2nd 2 Cor 4:4, repent. Heil GOD
Wooo nice!! Finally there is a video on this topic! 😊
He spells "anysotropy" better then you :)
@@oleksandrmalkov6409 than*
5:05 that's the "BDP" or
Break Dance Pipeline.
Shouldn't BDP be Brackeys Dance Pipeline? :P
@@007Babush that make sense tho.
Here you free high quality assets
State: In Research
You know what I love about you, you make tutorials for FREE, no matter what it is you just do your best and that's amazing some people make free things to just sponsor there premium tutorial, but you make free for people to learn not to sponsor something like your premium pack or whatever, I love how you do it man you helped a lot of beggingers like me who is just started knowing what the hell unity is, I don't care how much ad you put into your video or sponsor some apps or websites, if that makes you make more videos just do it man but never stop helping other beginners. Amazing stuff, never stop man
I might have checked out one or two sponsored contents in the past, but this is definitely the first time I've really liked it enough to share with my friends and acquaintances. Thanks!
I still go back to Brackeys videos once in a while. You guys actually my first game dev tutorial video I watch when I was in University and at that time I just do it for fun and still have no Idea what kind of job I will do after I graduate. Now, I'm on my way to my 4th interview as a game Programmer (mostly because I got lay off easily T___T). But the point is, your videos makes me what I am now and I'm still need your guidance once in a while XD . I Miss you guys and good luck on your current adventures!!!
Thank you for covering this! Also, That Milanote tool is dope!
The fact that Screenspace reflections are HDRP only genuinely makes me sad.
yeah, bummer.
Yeah it definitely would be nice to have the option.
Like decals as well - only having them in HDRP does not make sense. Had to get an add on called LUX to enable them.
I wonder if there’s an add on that enables screen space reflections?
Or you could use the standard renderer.
Can can do in shader based screen space reflections and refractions (and even AO) in URP with custom lit shaders and/or custom pass post processing.
@@TanukiDigital Standard Render Pipeline you mean? It will be removed in some years. Beware!
Somebody: who's your favorite break dancer?
Me: Brackeys
Why ?
Omg so close to 1 million subs. Keep up the good work!
Nearly at 1 million subscribers. Advance congratulations.
The first time a sponsor was a useful find.
The world was bleak and dark then brackeys came into my life
20 views And 20 Likes Power Of Our Brackeys : )
How come you can always explain things so clearly? The video is so helpful! :)
lee 哥?
@@Lin-fq3lc 乜料?
Nice, a video that actually show what the title say. Exactly what I needed, and you delivered
DARK MODE?! OMG! I'M SWITCHING TO MILANOTE!
Unreal have Dark Mode too, would you ... =]]
I don't think it adds dark mode to unity does it?
Sorry I'm Late we don’t talk about unreal here
@@squintygreeneyes unity has free dark mode now
@@AhbibHaald wait what now
Camera stacking is awesome!
Made a full game with it to get trippy visuals!
If u go 2D choose URP else BRP (built-in rendering pipeline). The painful features which can make you decision for 3D are:
Buggy
BRP: ✕
URP: ✓
HDRP: ✓
Camera stacking
BRP: ✓
URP: ✕
HDRP: ✓
Visual graphs
BRP: ✕
URP: ✓
HDRP: ✓
Decals
BRP: ✕
URP: ✕
HDRP: ✓
Volumetric light/fog
BRP: ✕
URP: ✕
HDRP: ✓
PS Since ~2019.3.0f5 HDRP supports camera stacking. For URP it is in github pull request’s abyss
"painful" being the operative word here. The situation is really bad right now. No matter which way you go, it feels like you'll have to cut off your left arm for it.
5:05. This guy is just The Man
Brackeys you rock !
I take pleasure to see your videos,
so helpful and so funny,
thank you
Hands on tutorial HDRP would be nice, especially on the differences to old school unity projects
Ok you are definitely psychic. I was just looking at your old HDRP video yesterday!
Congrats for reaching 1mil subs!!
congrats on 1 mil! :D
That "Breakdown" was epic xD!
Please make more beginner tutorials, your the best since you don’t ramble on but you don’t speed ahead, you say everything you need to and make it informational and simple.
There are many features in the Built-in Renderer that are not available yet in URP or HDRP. This video fails to describe them. Renders pipelines might be the future, but it's not there yet for many, many projects. Beware!
This video was cool, but it's sounded to me a bit like fanboyism because of that.
Edit: Comparison in a reply to this comment :)
It's not fanboyism- he's been sponsored by Unity before and likely doesn't want to burn that by mentioning the points you described.
@@redpyre That sounds terrible. Being afraid to speak your mind because a corporation might not sponsor you again? You say that as if it's an okay reason.
However I doubt that's the case. We all like Unity and nothing wrong to talk about new features and things to come. With that said, Unity is not in a good state right now. A lot of things are either half-baked, broken or simply missing.
Okay, so what does the Built-In Renderer offer that's not in URP? Some examples would be helpful for people reading the comments.
I think you miss the intent of the video. It's not advocating for everyone to drop the Built-In Renderer and switch to either SRP. It's only explaining the differences between the two versions. It's not misleading in anyway and not fanboyism. The focus of the video is just SRP, not BIR.
Video title: HDRP vs URP....
RTFT > the last T for Title
miss you brackeys!
Astonishing. I was just searching for proper explanation about this not finding anything helpful.. Thank you!!
5:00 this is the real reason why Brackeys stop making videos for this channel.
What?
Super efficient and clear, man. Straight to the point, awesome, thanks !
Congrats on 1 Million subs!
Camera stacking WHATTT That's great
Ikr, I had to rewind to make sure I didn't mis-hear what he said. I've been waiting for camera stacking in URP/HDRP and believed it was still not in yet.
I was shocked when I heard it too. Were you actually able to verify this??
@@AzizTitu yes its so cool
@@Futureblur I see that it's been implemented for URP. But do you have a link/documentation for how to do it in HDRP?
@@AzizTitu It works pretty much the same just create two cameras with different depth values.
Thank you for showing Milanotes! It is so much better than Trello. I've been using Trello for my game development planning and it can be clunky at times. Milanotes, on the other hand, is soo easy and flexible to build! Thank you so much!
Great explanation with some great points. Unfortunately, I'm still puzzled at the state of things which still puts SRP as an option.
"If your team is smaller than 5 people HDRP is probably not the right choice for you."
But no Realtime GI or ambience occlusion or ... in URP; hmm...
yeah, URP basically has not a lot of options to work with... But if you make a small minimalistic game you really don't need HDRP but if you really want to work on larger details for a game and powerful environment HDRP is a necessary choice for you.
I love how you did some break dancing! :D
i remain speechless 5:02...
you mean because of the high cringe factor?
This is a great video! Thanks for sharing.
This video is uploaded on my last year birthday 😍💖
i will miss him so much
congrats on 1MIL!
Welp, now we are waiting for URP tutorial !
Well done! A cool video and a nice spreadsheet on this very confusing topic. Thank you Brackeys! ❤️❤️❤️
WOW. I miss your videos man!
Finaly 1 milion subs keep up the good work🍾
Along with the video content, tools from every single sponsor is useful as well.
He's about at 1 mil!!!
Like 1 thousand more!
Very informative video. Thank you for your great work!
My problem with this current situation is that there are 3 choices and none of them feel good.
Built-in renderer will be deprecated and can't use Shader Graph or VFX. URP is missing lots of features I was used to in built-in, it feels like a downgrade. HDRP seems like overkill for what I do and still feels not 100% polished.
To make things worse it's not easy to switch between them, so you have to make a decision early for your project and stick to it.
Bboy Brackeys throwing down! 🔥
lets break it down scene had me shedding tears
Good vid. I learned alot.👍
URP it is then! ;) great video, nice to have a detailed break down of both.
Very informative. Thank you!
1M subscribers hit today! Grats!
p.s. waiting for gold youtube-button
It looks like his head is floating since he's wearing a black shirt in front of a black background
Try use HDR monitor.
idk why but i started using HDRP as my main rendering, i just like it, that's it, performance is a bit hard but with this new project i am paying extra care towards performance and trying to keep my fps above 150 at 1080p on my 1070 and it is going super well
the main cause of low fps is multiple lights, even ones that don't cast shadows, having 4 non baked point light will drop it from 200fps to like 120-150 (don't remeber), but baking 3 of the point lights helped a lot
This was great in clearing things up, thanks
It's helpful,Thank you Brackeys!
Thanks for the table! And yeah - you brake that down incredible!
All other stuff aside, the Ureka moment for me is using Shader Graph. This feature alone really energizes me to learn more of how those cool effects were made and they are possible to do so with Shader Graph alone! I don't know for others, but if you're coming from programming side the same as me, try putting your ego down a little bit and enjoy the tool, it might spark something :) Ohh, and super thanks for videos! Your videos shifted my mindset about the tools and opinion towards Unity.
TY great information
Thank you! Informative and quick and fun. Nice
thanks for everything you've done so far.
I miss you bro.
5:04 He's got some moves!
congrats on 1 mill :(
*Correction:* Movies use full out ray tracing with astronomically higher bounce, sample rate's and image resolution which in turn produce the near life-like result. Instead of 'low' quality reflections, shadows, and light which it is (low) compared to rendering in lets say V-Ray.
Actual Ray-Tracing opposed to 'Real-Time' Ray Tracing in a game engine requires the kind of computational power that costs tens of thousands and still consumes considerable amounts of time to achieve final result.
Imo comparing the two isn't really a good example. Movies (VFX) and 'Real-Time' Ray-Tracing...
man brackeys kills it on the dance floor
Your so close to 1 million subscribersssss
Great production value!
PS Brackeys dance at 5:03 is supported on both URP and HDRP! :P
What is that game at 1:56 (and as some other timelines) where you run around the planet and shoot monsters?
Did you find out what the name is?
@@hernans10 unfortunately no
Hey bro! We miss you here on TH-cam)) hope you're good there, wherever you are))
bro youre already at 1 mil Geeze
wow, the Ad tool is exactly what I'm looking for!
you got me totally on break it down
this milanote is nice. better than trello imo, which was the one we used before
God lord, I was getting heavy problems with HDRP with a MacBook Pro m1, I change to URP and my GPU start working better. Damn thank you
you hit 1 mil!
Omg this video was released on the same day as my birthday
lol just when i look at your subscribers, u have 1.000.000 exactly! congraaaatssss
Great video.. You explained it really well... HDRP is my favorite 😍😍
I was well equipped even before this video. Now I just have to find out witch template is for me.
Really helpful thanks!
4:55 looks like DejaVu from the 80s on the Amiga 500
I'm making strategy game and goes fo HDRP just because of decals - it's too easy way to create different icons / roads / farmzones on the ground. And, also, i've made a water shader using the tutorials from YT in HDRP - looks good. Other than that, i think URP would suit me better cause i'm solo-dev
Break dance is cool... But breaking the flow in a informative videos like this
liked as soon as the break dancing kicked in xD
Congratulation!!! Finally, 1M subs😂
We miss u Brackeys :'(
😞
Guys I’m still stuck - I am making a low poly game but I want it too have good lighting and graphics to make up for it being flat and having a large lack of detail in the overall environment, otherwise I feel like it would look way too plasticy like veggie tales XD. Also I’m stuck between real-time and baked lighting. Real-time - medium lighting on all objects. Baked - awesome lighting on static objects, and TRaSH lighting on dynamic objects. I don’t see why anyone would use baked for that reason. Even with light probes it looks terrible - you can’t get crisp shadows only a dull fade between light and dark. I really feel like I’ve missed something regarding baked lighting because it seems very popular.
I loved your video helped choose after watching many other regarding same subject. i will test URP and see if it will give cool lighting with out ruin my collected particle systems.
Terrain is only fully supported in URP at the moment (especially grass seems to be an issue in HDRP). Also, WebGL is only compatible with URP at the moment, which is kind of a killer argument for me. Lacking Ambient Occlusion, Volumetric Lighting and SSR hurts immensely though. Realtime GI is pretty much non-existent in HDRP because of the whole Enlighten mess. Upshot for me: focus on the other things first, wait how this develops.
Please make a Video about the new Inputsystem.
How to make a first person controller would be so great
Thanks! So right that aesthetics > graphics.
you made it to 1 mill yay