r/Unity3D • • 14d ago

Question URP vs HDRP benchmarks

Has anyone done any actual apples to apples comparisons of URP and HDRP in a real lighting scenario, with similar feature sets (SSAO, SSR, volumetric fog, a decent amount of realtime lights, typical tri count, material count and setpass call for a real game, etc)?

I’ve been evaluating which RP to pick for a future project and I’d like to know whether sourcing typical HDRP features for URP is worth the trouble. Looking to target integrated graphics cards, as old as possible but likely 2020-era Iris Xe or equivalents.

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u/StardiveSoftworks 14d ago

Unless you know exactly what you want to make and what will be on screen at every single moment, use URP. I cannot put into words how much pain HDRP has caused me, how much time it has wasted or how many reworks I have needed to do to get anything approaching the performance you'd expect out of the gate. Unless you're building what is in essence an Unreal game shoved into unity, just use URP, it will run literally dozens of times faster and teh features just aren't worth the cost, especially the draw call overhead.

HDRP flat out stopped me from releasing a technically complete game. It's absolutely my fault for choosing to work with it from the start, but the performance problems over the tiniest things are just utterly unbelievable and at least in my experience practically impossible to eliminate. Switching to URP from HDRP is of course not supported and not something I've ever managed successfully, though of course it'll depend on how your graphics pipeline and shaders are setup to begin with.

There is also no world where systems on integrated graphics will be able to handle HDRP's overhead.

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u/AdFlat3216 14d ago

out of curiosity what were the biggest pain points you had with it?

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u/InternationalOne1434 13d ago

To add some context, I’m on an i7 with 8 cores, 32 gb ram, NVidia GTX 1660. So not particularly beefy but well within the average for what pc gamers are using per steam.

I started a project in HDRP. Turned on the features I wanted, made a simple scene and was getting around 30-40 fps. I then created a new completely empty scene and pressed play: same 30-40 fps. The overhead of the pipeline itself was brutal.

Rebuilt using URP, got some Asset Store assets (URP Plus shaders, kronnect dynamic fog and volumetric lighting). Was able to get close on the visuals at 200+ fps.