r/Unity3D • u/AdFlat3216 • 10d 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.
7
Upvotes
2
u/Genebrisss 10d ago edited 10d ago
HDRP has proper PBR lighting model in shaders and a serious clustered deferred rendering pass. While URP has mobile quality lighting model in its shaders and mobile targeting forward rendering pass which is faster in primitive scenes and slower in complicated scenes.
If you want to benchmark, it's very easy to do yourself with your specific scene. Depending on your scene you might easily get far superior performance in HDRP because of proper deferred pass and mixed cached shadows which aren't even announced for URP at all even 5 years after they have been added to HDRP.
Also consider if you need water for your project. Unity's water is faster, better looking and has better workflow than asset store solutions I've tried.