'Unity's Universal Render Pipeline performance problem? (2D)
I never got real answer for this. I open this new empty project (total blank but with one GameObject) I ended up getting 2500FPS, alright? Makes sense. The moment I install URP and then you know place in the graphics asset. BAM 1100FPS. What's going on? I put lights, well FPS keeps on decreasing. Wasn't this supposed to be better than the normal standard pipeline? If I can't do this, what are the other ways to make these optimized lights? What can I do for it?
P.S. I have been using since LWRP and then recently changed to URP. It's been at least a year, I feel like I cannot make my own game using these lights and I don't know what to do with it. This is the performance loss after just installing it, think when you have to add logic? Well, that is bad. Do I look for certain settings for this?
Solution 1:[1]
If your game is running above 60FPS you are OK. you do not have to worry about performance at this stage. Add assets according to your game design, tweak your scene with lights, Unity offers my tools than can improve the performance of the game. But I suggest you do profiling after you build something concrete.
Solution 2:[2]
You shouldn't really look at frame-rate for profiling, you need to look at the time per frame not the FPS count. Remember that the FPS is logarithmic, not linear. 2,500 FPS is a frame render of 0.4ms where 1,100 FPS is 0.9ms. The difference in this time is so small that it's almost not worth comparing. Also, target should be 60 - 144 FPS (depending on screen refresh-rate) which is a frame-time of 16.67ms - 6.9ms.
Also you need to remember that URP is forward-rendered which means the cost of each light in the scene goes up dramatically vs in Deferred in Standard.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 | Puneet Chandhok |
Solution 2 | Jamjardavies |