After having been working with (more like fighting with) URP since the early LWRP days, I agree with this.
For my personal mobile projects I have had worse performance in URP, will give a bit more details further down. This is minor relative to performance things, but have also had headaches with upgrading Post Processing, for example spent a lot of time on getting an ideal tonemapping curve & other effects in PPV2 which does not translate to PPV3 whatsoever, all the effects have similar naming yet behave totally differently for whatever reason, so something to keep in mind if you have set up and fine tuned many effects in PPV2.
From my latest profiling on iOS (tested on iPhone 8, and iPhone Xs), URP runs significantly better with the SRP batcher disabled (mind you it doesn’t run well either way) in a heavily CPU bound scenario by rendering, not scripts or physics, GPU hovering at around 8 ms.
Under 100 SRP batcher “batches” (or events, whatever they are, I know this isn’t a great metric without giving more details) according to the frame debugger, is significantly harder for my iPhone 8s CPU to process than 250+ regular batches with the SRP batcher disabled. Maybe this is expected? Too many shader variants? I almost only use the built in Lit shader.
I could swear even putting the SRP batcher aside, rendering really seems significantly slower in URP (can’t say for built in as I have not used it in a while).
My current project is at around 150-180 batches, 150k verts/tris ish, (not using the SRP batcher) and is still heavily bottlenecked by rendering on the CPU side of things. I remember in 2015, our batch target for mobile used to be 100 batches and 100k verts, and that would run fine on the friggin Samsung S3 in Unity 5. I just don’t understand why 150 batches chokes out the CPU of an iPhone 8 in 2021, it is so frustrating!
Now I don’t know if this is changes to Unity, or changes to iOS, or just URP, but its so odd to be bound by similar batch and vert restrictions as I was in 2015 developing for ancient potato Samsung phones.
If I had time, I would like to go back to built in and see if the performance is better since I am not using the SRP batcher anyways, but the process is destructive so its really not worth the headache to switch back, especially when I am banking on URP being the future… though I’ve been waiting for that for a couple years now and I still don’t really have anything positive to say about URP in general, it has benefited me absolutely zero, and cost a lot of time & brain pain.
Another thing to keep in mind if you plan on switching is Asset Store products, especially in the shader department, many things will not support URP, and even if you are familar with shader code, updating things will be a headache, especially as the pipeline changes. Read the fine print, some things may say the support URP but features will be lacking, etc…
Just my personal experience, take it with a grain of salt.