URP from my testing is still really slow, even in some basic scenes. I was excited to see the work done with the Batch Render Group renderer, and performance is looking a lot better there (sincerely, good job to the team working on that), but also it seems even with that, there are some really obvious places for improvement.
So that’s all well and good, but why has it taken so long? Even assuming those changes are enough for most projects, that still puts it at 2022 LTS at the earliest for anything production.
What happened to “performance by default”?
It’s concerning that it has taken so long, because I think it shows a lack of strong management. Ever gamedev/gamer knows that performance is even more important than features. No one wants to play a game, no matter how good it is, if it runs poorly.
So I am just asking, why has URP taken so long to become performant (and still needs work on top of that), and how do you show the community that this is just some extreme act of negligence, rather than a lack of concern for performance, given that’s how it looks?
There are gamedevs like me on the forums, who are seriously weighing out the options of moving away from Unity to some other solution for their next project, because of feature or performance concerns.
How is Unity going to improve in this area, specifically for URP performance?
To recap, my questions are :
Why has it taken so long for performance to improve for URP?
How is Unity going to show that they are serious about performance for URP now and in the future?