How would default render pipeline benefit from Unity6?

As we see it looks like most of the graphic performance improvements in Unity 6 are around URP and HDRP, what about default render pipeline?

There’s no work being done on the Built in RP as far I understand.

I think it is about time teams should either start thinking of transitioning or keep working with old versions of Unity.

With URP there is not much to do.

HDRP is a bit tricky but also more powerful and more fully featured than Built In.

Both URP and HDRP for a while now perform better than Built-In, or at least as good as, depending on the project.

My hope is they fix some of the regressions they introduced in 2022 for built in so that I can potentially migrate to newer Unity versions at some point.

Other than that, there is no work being done on it and that’s fine. I do wish they would fix the bugs they introduce to it quicker though.

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I think I saw starting in Unity 6 the SRP systems will be the default once they make sure Render Graph is foundationally stable. This was announced in the Unity 6 GDC event and there is a video on Unity’s YouTube channel from this morning mentioning it.

For anyone who hasn’t seen the video I would watch it. It mentions some stuff people were wondering about and asking questions about.

Is there a timecode?

https://www.youtube.com/watch?v=o9AGkB9nnkc

Starting at 5:40.

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Eh, for a moment there I thought that by default URP would be always included with the Unity installation, but all it probably means is they are changing the default template in the hub, which doesn’t really matter.

I wouldnt mind urp/hdrp being the only ones left given they’re never going to work on the built in, but only when urp is viable for my project and doesn have a raging bug meaning i cant use it. (as a web game maker hrdp is not for me)

For web development the main thing for people is the upcoming WebGPU updates. Not sure the complete changes or benefits outside of rendering performance this will bring in certain cases.

yeah webgpu is a good and interesting change for us, but also partly relies on urp, and well urp hates apparently dark mazes

It has been for a while, see “<UNITY_INSTALL_DIR>\Editor\Data\Resources\PackageManager\BuiltInPackages\com.unity.render-pipelines.universal”.

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I didn’t phrase what I meant very well.

If you don’t have any pipeline related packages installed you fall back to built in and that simple fact makes URP feel optional and tacked on and built in the “base” / “core”.

I was imaging a situation where having no pipeline packages installed means Unity is using URP (maybe I am saying that URP should no longer be a package? or, it could still be a package, but one you can’t remove?), and then you would have to do something extra to use built-in if you wanted.

But maybe it is silly. And maybe I am just negatively predisposed against the package manager (which I am). But it also doesn’t help that the way the SRPs are integrated still feels tacked on (to me, I’m fully aware this may be a 100% me thing) but: the choice to have a lot of the settings as scriptable objects is fine, but it also contributes to the feeling of it being in its own little world, because the feature may or may not be there.

And the way it integrates with core Unity menus also feels tacked on. For example: the quality settings, which is an old menu that really needed to be killed years ago and replaced with something new, now it just awkwardly got some more stuff in it and it makes even less sense than before.

I guess what I’m trying to say is, for a moment I thought that maybe if URP became “default” in a stronger sense than just it being the default template, a lot of the menus and settings and workflows would be redesigned around it, but if it’s still a package, which means it might not be there, then you can’t really design your core menus around something that might not be there, you design them around what is always there and have the packages sprinkle bits and pieces here and there ← all of which contribute to it feeling like a second class citizen, and that won’t change even if it becomes “default”.

But again, that may be a me thing and my general inability to take any feature that is delivered via package manager seriously.

Because the package manager is for features you add, use them to do a job, and then instantly uninstall them, because if you leave them around you are looking for trouble. Because obviously Unity doesn’t test with them installed, because otherwise how would you explain people being unable to build for iOS for years if the Recorder package was installed (and maybe still to this day? I don’t know, I’ve been trained to install it, use it, then instantly uninstall it).

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But it has to be convoluted mess with nonsense defaults, because otherwise how would you learn the settings properly? If you don’t have to touch it?!

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Yeeaah, I feel like it’s one of those situations where Unity takes the wrong lesson, or does a backwards solution. It used to be that many of its tools were easy to start with and had decent defaults → Unity had the reputation of being super easy to prototype with, until things fell apart as complexity rose.

And instead of adding more tooling to handle the complexity (or make some of the features more scalable / robust), I guess they are starting by “fixing” the “Unity is easy to prototype with” part, by making every feature a hidden object type game of figuring out where the correct checkboxes are that make a feature start doing something.

If you told me Unity bought Big Fish and they tasked them with doing editor UI work for them, I could have believed it, it would make sense.

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That totally makes sense. And you’re right, it’s not default in that way.

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In HDRP there should be someone in your team roster just to operate with this settings
It is much harder than even making games

Imagine unified settings for URP/HDRP without clicking through several menus or scriptable objects.
Yeah …

I have yet to see a benchmark showing a meaningful improvement (although I’ve seen a few showing a performance decrease). URP has always come across as a make work project for what is arguably little to no meaningful gain and a high risk or broken shaders… but I recognize I’ll need to move things over eventually.

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