URP performance tricks

I keep seeing threads where people say URP has about same performance as BIRP but I just don’t see it man. I’m on a newish laptop with a very good CPU but integrated graphics.

In BIRP empty scene I get 300 FPS, in URP its 160. I ported my project over to it and I’m getting 40 - 50ish FPS compared to BIRP 200.

Is URP like… specifically designed for a graphics card? Perhaps because I’m on integrated graphics there is such a massive FPS drop. Or maybe there are some tricks to getting it more performant I don’t know about?

Well for starters, it’s never worth comparing empty scenes since there isn’t enough work being done for it to matter. URP has a lot of work frontloaded so that when there is actually something to do then it can handle it better. Along with that, the difference between 300 fps and 150 is basically nothing. Don’t compare fps, instead you need to compare actual times per frame.

The fact that your project is running at nearly half the speed as before sounds like something else is wrong. The very first thing you should be doing is profiling. Without that you might as well cover your screen with a sheet and just start randomly click around to see if that fixes anything.

Did you just switch pipelines or did you change Unity versions too? Are you running the same backend (vulcan, dx11, dx12)? Half speed seems suspicious too. Are you using vsync? Are you comparing in a build or in the editor? And just in case I wasn’t clear before… profile a build first. This wil tell you exactly where things are actually slowing down.

URP is easier to get performance in than BIRP with less work. Thats the main reason I switched to it.

Often performant BIRP scenes have a lot of optimizations done so comparisons don’t really matter.

But a decently performing URP scene to BIRP is probably much worse cause the scene didn’t need all that extra work merging materials and other stuff.

Also the way to optimize URP is different, especially cause the render feature setup and other different stuff. Plus there is the new GPU driven rendering stuff which might benefit more from a GPU?

@sacb0y, ya that’s what I’m thinking. It’s rendering pipeline is probably tuned to take effect of a GPU which my laptop doesn’t have so performance is magnitudes worse than BIRP.

@Sluggy1, ya I’ve profiled both but everything in the timeline takes 2-3x longer in URP for some reason. I haven’t even added my post processing effects to it yet lol.

Is there any official data on URP vs BiRP performance especially with regards to lower end platforms? I keep hearing very mixed reports like these… even Unity is still defaulting to BiRP in their mobile 3D template and the empty URP template needs performance tweaks.

My project downgraded to BIRP a week ago, the performance looks same where both laggy on android. However, URP visual are more saturated and more contrast than BIRP.

For me my project because of the way I need to make it (active mid-development releases) is impossible on birp for mobile lol.