Streaming Probe Volumes
You can enable Probe Volume streaming to enable Probe Volume lighting in very large worlds. Using streaming means you can bake Probe Volume data larger than available CPU or GPU memory, and load it at runtime when it's needed. At runtime, as your camera moves, the Universal Render Pipeline (URP) loads only Probe Volume data from cells within the camera's view frustum.
You can enable and disable streaming for different URP quality levels.
Enable streaming
To enable streaming, do the following:
- From the main menu, select Edit > Project Settings > Quality.
- Select a Quality Level.
- Double-click the Render Pipeline Asset to open it in the Inspector.
- Expand Lighting.
- Enable Enable Streaming to stream from CPU memory to GPU memory.
You can configure streaming settings in the same window. Refer to URP Asset for more information.
Debug streaming
The smallest section URP loads and uses is a cell, which is the same size as the largest brick in a Probe Volume. You can influence the size of cells in a Probe Volume by adjusting the density of Light Probes
To view the cells in a Probe Volume, or debug streaming, use the Rendering Debugger.
The Rendering Debugger with Display Cells enabled.