I migrated my game to HDRP 4-5 months ago, and the biggest challenge for me has been in trying to understand the impact of all of the various settings, both in terms of practical effect as well as in terms of performance. I have some general questions. But first, is this the correct place to go for documentation moving forward? https://docs.unity3d.com/Packagesfirstname.lastname@example.org/manual/index.html I understand that documentation is evolving, but in the mean time, does anyone have recommendations on how to better understand the general technical details of the various HDRP settings? For many of the settings, not only does the description not really tell me anything, but toggling it doesn't show any visual change in my project. So I'm left unsure of whether I "need" certain settings, just because I don't understand exactly when that setting will have an impact. An example of this is the "Transparent Backface" option in the HDRP asset settings. Per the docs, it just tells me: "Enables support for transparent back-face render passes. If your Unity Project does not need to make a transparent back-face pass, disable this checkbox to reduce build time." Okay. How do I know if my project needs to make a transparent back-face pass? A lot of the settings are in the docs like this, essentially saying, "Disable this property if you understand what it does and you don't need it," but that doesn't help me understand what it does. So, how do you recommend increasing my understanding of what the various settings do? The other big thing is that it's hard for me to evaluate the performance impact of different settings. It's not always as simple as whether my game "needs" a graphical feature. I might "want" a feature, as long as it's not too costly. Ideally there would be some simple way to judge CPU/GPU cost of rendering a view, such that I could toggle various settings and see the results in terms of FPS or some other metric. Does anything like that exist? For example, how would you quantify the performance impact of enabling "High quality" volumetrics, versus just using normal volumetrics? Thanks.