Graphic card utilization for URP project

Hi, I’m facing a weird GPU usage. On screen that you can see I have a scene with camera alone. Everything else is disabled. I have vsync checked in resolution settings. Changing VSync Count in Quality settings seems to change nothing. Interaction Mode is set to Monitor Refresh Rate. Build have the same problem. I’ve checked default URP sample project build and it have stable ~20% of GPU usage (that seems to be very high anyway) but my usage is going up to ~56%.

I’m not sure what I can look into. Spikes in profiler are filled up with editor loop only. With disabled camera I have ~20% usage (why not 0?). If I disable graphics jobs in player settings I can achieve more stable usage but still its almost 40%. Graphics card seems to doesn’t change anything I’ve tried on PC with gforce 970 and laptop with rtx 2060 on Unity 2021.2.0b13 and 2021.2.3f1. I really dislike it, unstable hight gpu utilization for no reason. I’m creating simple and well optimized game with ~80k tris ~250 batches and every PC sounds like during Cyberpunk session, please help me

also a part of my urp settings:

Regards
Filip

Set this as well if you want VSync in game view
7679755--959812--upload_2021-11-23_8-34-27.png

As I said: “I have vsync checked in resolution settings.” So its not a case :frowning:

If Vsync doesn’t work for whatever reason, high GPU usage is expected (it goes as fast as it can, right?).

Vsync seems to work properly for me in editor, but I don’t use URP.

did you find any solution? i have normal URP scene with one cube and one directional light consume 20% GPU on mobile device

Depending on the mobile device that doesn’t seem unreasonable.