HDRP graphics vs quality settings and profiles - is there a good overview?

I have been Googling around trying to find a good overview of Project Settings (Graphics, Graphics/HDRP Global Settings, Quality, Quality/HDRP) vs Quality Levels vs HDRenderPipelineAsset vs HDRPRenderPipelineGlobalSettings and when to use each one.

In my case I am creating videos (not producing a game). With Ray Tracing on all the time it can be sluggish, so I would like to use the quality profiles to pick “Low” when editing, then “Ultra” (with Ray Tracing on) for the final preview and render, to speed up my overall workflow.

I also use a separate project per location (again for performance). I want the same settings across all location projects for consistency (I create a “SHARED” project that I export from and import into all the other projects for shared scripts, characters, props that are used in multiple locations, etc). So I would create asset files in that project and export them, importing them into all the other location projects.

But there are so many settings and profiles, it is not clear what settings I should put where - when to use the different profiles, overrides, etc. I am not after a detailed explanation of what they all do, but rather advice on “use this profile for these settings, don’t bother with that profile”. E.g. do I use a new HDRenderPipelineAsset per quality level?

So I am after a blog / advice for the recommend of when use all the different settings/profiles so they can be easily shared across projects for consistency, with two quality settings to flip between for editing vs final render. Then I can set them up and lock it all down (never touch them again).

The tutorial guide really helps, I recommend it. Do it all a couple of times.

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Thanks. So have a new HDRP render pipeline asset and use them for different quality levels.

Yes. One of them for features, several of them for quality levels. So you enable the engine features one per binary because it’ll effect the size of the distribution, and so on, for example including support for DLSS. The rest will vary for whatever quality level you want and finally you can use Volumes to fine tune that. It’s a bit awkward at times so going through the docs and back and forth is necessary to map it all out.

In my case I was trying to turn on ray tracing for a better quality final video (I am creating a cartoon, not a game, so render it all on my desktop), but it slows down the editing flow a lot. So I was trying to work out a good workflow to be able to create all the Timelines and animation efficiently, then turn on “slow mode” for the final preview and render. But its proving tricky - changing settings can change the look of a scene a lot, and for creating a movie, the “looks” is all you are trying to achieve - its what matters.