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Need help. urp simplelit slower mobile-vertexlit

Discussion in 'Universal Render Pipeline' started by Volbran, Jun 1, 2020.

  1. Volbran

    Volbran

    Joined:
    Feb 24, 2020
    Posts:
    16
    Good day to all!
    I was looking for a way to speed up rendering on a mobile phone, I hoped for urp. However, the urp SimpleLit for me is slower both on the computer and on the mobile than the built-in Mobile-VertexLit (screenshots
    are presented for the computer). Everything is disabled to the maximum, including post processing. URP project is created from a template.
    What is wrong with my settings? How to fix it? URP.png
    Built_in.png
     
    symbicc likes this.
  2. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    637
    Editor FPS isn't a good gauge, have you done some profiling on Android? How is performance on that front?

    I believe the built in "Vertex Lit" shader is quite a bit cheaper than URPs Simple Lit. What happens if you use the Standard Shader on the project using the Built In?

    With that said, it seems lots of people are having similar, if not worse performance with URP :confused: Hopefully Unity does some QA on URP and can deliver us some better perf, otherwise this was a big waste of time for most of us who switched hoping for better performance.

    Lastly, check your Universal Render pipeline settings make sure you don't have anything extra there, and then I would also try a build without the SRP batcher, which in my testing has been significantly slower than instancing / dynamic batching.
    This thread has some good info - https://forum.unity.com/threads/per...ions-of-unity-post-processing-and-srp.786944/

    Good luck! Let us know your findings.
     
  3. liiir1985

    liiir1985

    Joined:
    Jul 30, 2014
    Posts:
    147
    VertexLit is much less powerful than simplelit, Bumped Specular would be the equivalent shader in the builtin pipeline, so it doesn't make sense to compare these 2 shaders. Besides, there are many other settings insiede the pipeline asset to adjust the final quality, which will impact the performance as well, be sure you've checked that out

    And like the previous post said, profiling in the editor doesn't say much, especially the fps counter from the stats window, it's accurate in no way
     
  4. Volbran

    Volbran

    Joined:
    Feb 24, 2020
    Posts:
    16
    I thought the stat is more authoritative than my counter from the script, which also indicates a decrease in FPS. In urp, everything is disabled to the maximum, but it still uses more CPU and GPU time.
    The transition table indicates the transition from VertexLit to SimpleLit, this is not my fiction. And yes, SimpleLit give more options