Optimization of URP CPU usage

Hi there,

I am trying to hit 60fps for our game but the game is a little intensive for our target device. Currently the game is CPU bound. Am trying to reduce the load of rendering on CPU. Are there any steps that I can take to reduce CPU load?

I see that culling takes up quite a bit of processing as well. I will be using jobs system to do part of the culling. Am I able to disable the default culling by unity?

The cpu budget for rendering is 5.5ms. It is now 7.23ms.

Thank you

I don’t think you can disable that, but if you completely turn off a game object it might perform better. Otherwise look into ways to load the scene in chunks so there are less object unity has to run through

If sprite renderer is turned off, the culling will not take the object and calculate it right?

Not fully sure. The mesh filter has all the components like mesh bounds.
Only way to know is benchmarks