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Question Optimization of URP CPU usage

Discussion in 'Universal Render Pipeline' started by wengjx-, Jul 12, 2023.

  1. wengjx-

    wengjx-

    Joined:
    Oct 1, 2021
    Posts:
    21
    Hi there,

    I am trying to hit 60fps for our game but the game is a little intensive for our target device. Currently the game is CPU bound. Am trying to reduce the load of rendering on CPU. Are there any steps that I can take to reduce CPU load?

    I see that culling takes up quite a bit of processing as well. I will be using jobs system to do part of the culling. Am I able to disable the default culling by unity?

    upload_2023-7-12_19-22-26.png

    The cpu budget for rendering is 5.5ms. It is now 7.23ms.

    Thank you
     

    Attached Files:

  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,456
    I don't think you can disable that, but if you completely turn off a game object it might perform better. Otherwise look into ways to load the scene in chunks so there are less object unity has to run through
     
  3. wengjx-

    wengjx-

    Joined:
    Oct 1, 2021
    Posts:
    21
    If sprite renderer is turned off, the culling will not take the object and calculate it right?
     
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,456
    Not fully sure. The mesh filter has all the components like mesh bounds.
    Only way to know is benchmarks