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Unity Platform

APV - Improvements and Changes

Apr 2, 2025
Released
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HDRP Streaming Data from Disk for Static APV

Light probe data doesn't always fit in runtime memory, especially in large environments - this prevents creators from fulfilling their vision. Without disk streaming, the CPU memory footprint of all probe data in large scenes may be too big to fit.

This feature will enable creators to build more ambitious games with larger light-probe lit environments that are streaming to the runtime from disk. It pulls probe data from disk in time to be used for runtime, and can now be found as an option on the HDRP assets to enable disk streaming per quality level.

An option ‘Enable Disk Streaming’ is now available in the HDRP asset

URP Per-Vertex Quality Setting for APV

Previously, APV supported only per-pixel quality indirect lighting. This may be unsuitable for a range of mobile devices, as it can lead to APV running below levels of acceptable performance at runtime.

With per-vertex quality settings for APV, we enable creators to set a per-vertex quality level for indirect lighting from light probes that enables them to efficiently run light probe lit environments on mobile devices. The trade-off for higher performance with per-vertex quality APV may be lower frequency indirect lighting as compared to per-pixel quality.

Per-Vertex sampling is now available for Probe Volumes. It can be useful for trading performance over quality depending on the geometry complexity

Note that the following limitations for APV in URP still apply:

  • Lighting Scenarios Blending are not supported
  • Lighting Normalization for Reflection probes is not supported
  • Performance on mobile may still require further optimization
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