Hey,I wonder why urp is more slower than brp,the different is about 50 fps,is there any way to make it fast as brp is,and another thing that why unity didn’t add gpu resident drawer for built in?many users use built in.is there any way to add that to built in?
The phrase “the difference is about 50 fps” literally is meaningless. Which 50 frames are you loosing? Dropping from 50 to 0 would be catastrophic. Dropping from 450 to 400 isn’t even worth batting an eye at.
So before anyone can help you we need to know what the actual frame rates are and what you are attempting to do that is causing the difference.
Urp scene with 41 batches and 325 tris i got 70 to 75 fps and Built in with 130 batches and 525 tris i got 190 to 200 fps plus the tarrain in urp has no textures but tarrain with the same settings in built in has textures, with the empty scene urp is 180 to 190 and the built in is 300 to 310,for urp i used unity 6 editor for built in used 2022.3
This sounds like you are running on a mobile platform, perhaps a very old one at that? If that’s the case then Built-In is probably the better option since the newer SRPs have some initial overhead. On newer hardware, especially for a desktop, that initial cost is very negligible but allows for the system to scale very well and batch counts like that shouldn’t be causing any issues for Built-in or URP. On the other hand, if the system can’t handle that initial cost very well then it doesn’t matter much how well it scales.
In either case it might be worth taking a look at the profiler and confirming that you aren’t CPU bound by something else first. These days a couple hundred batches really isn’t much, especially on URP. But older hardware, especially if it’s mobile or VR could have a lot of issues regardless.
As said above check the profiler.
Also go over the URP specific settings, as there are more than BiRP. Some, like opaque texture and SSAO have a big impact on performance and many project don’t use/need it.
URP is simply more demanding than BRP. Like @Sluggy1 mentioned there is an initial overhead introduced by the pipeline that will have an impact, and some of that overhead is the fact that it’s a scripted render pipeline. Some control logic is running in C# whereas BRP is purely C++.
Kinda. Like @DevDunk mentioned you can disable some features of the renderer, and you can also turn down the quality. You can also use an upscaler assuming that the hardware can handle the overhead associated with it, but for really old or slow hardware the upscaler won’t do anything due to its initial overhead canceling it out.
But that number is shrinking rapidly, it’s now down to single digit percentile which is the same percentage that led to the removal of UnityScript and Boo, and the developers won’t be adding new features. In my opinion we have at best one to two major versions before they remove it completely.
Graph showing percentage of users on SRPs

I love BRP, the “jack of all trades”. Will be a sad day when/if its retired. BRP is a damn solid version of Unity and scales/performs nicely as well as having the most supported assets. Dont get me wrong, i love HDRP but any SRP will have a performance trade-off per features.
Ill always use the latest BRP (LTS) down to the last version released…