Hi, only want to settle my mind, as could not find any information.
when working on URP with Android or IOS platform and testing the scene with SRPBatcherProfiler.cs does the results reflect approximated performance on the target platform (probably not because mobile phones have a variety of specs) or just the perfomance of the scene on my machine?
Hello,
Yes, none of the Unity tools estimate what the performance would be in a build on your target platform, not the Profiler, not the SRPBatcherProfiler not even the device simulator, which is more about simulating screen resolutions.
However, the Profiler can be attached to a built development Player to gather performance metrics, and tools like the
SRPBatcherProfiler can use Profiler APIs like ProfilerMarkers and ProfilerRecorder to emit and record timings directly from code and therefore work in a built Player as well.
Performance in the Editor is not going to be a good indicator for performance on your target device and profiling there is only useful for quick, relative checks while working on improvements for issues found while profiling on the target platform and devices.