HDRP vs URP given already targeting DX11 platforms

Hi there!

I’m working on prototypes for a couple of games that are very dependent on gpu mesh instancing. That limitation afaik forces me to be using DX11 and its equivalents.

If I’m already committed to that, are there performance benefits towards choosing URP over HDRP? My understanding is that URP supports more devices because of not having the assumption of being able to offload everything to compute shaders, but if I’m already hard-locked into devices that have compute shaders because of other bits of the game, is there any reason to still go with URP?

(The game itself doesn’t need any of the additional eye candy of HDRP. I only really need URP’s feature set. I just want to know if there’s any performance advantage of URP if I’m already supporting only DX11+ cards.)

Thanks in advance!

Hi!
URP will most likely be faster than HDRP for most use cases.

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