Unity 2019.3.0f6 HDRP 7.1.8 GTX 970 i5 3570k @ 4.2GHz Been exploring HDRP for the past couple of days and one thing that seems really weird is the performance hog that shadowed point lights are. Also, how I can't seem to decrease their cost, other than disabling shadow casting altogether. I understand that they are essentially 6 lights in one and are inherently costly, but each one is costing me ~0.75ms on the CPU (GPU seems unaffected), which is considerably worse than I've ever seen a Point Light cost, in any engine. For reference 27 Spot Lights use up about as much CPU time as 8 Point Lights. ~5.0ms (~190FPS) with no Spot Lights ~5.5ms (~175FPS) with 8 Unshadowed Spot Lights ~11.5ms (~85FPS) with 8 Shadowed Spot Lights. Also, what I found the weirdest is that changing settings such as Shadow Resolution and number of Cascades have no difference in performance. Setting Cascades to 1 and Shadow Resolution to 32, which results in a pixelated mess, is just as demanding on the CPU as setting it to 4 Cascades and Shadow Resolution to 4K. There is absolutely no difference in CPU or GPU times. Needless to say I'm hoping that it is a bug or something that I am overlooking. Looking at the profiler the bulk of the time is going into: RenderPipelineManager.DoRenderLoop_Internal() (~10.25ms) C#_HDRenderPipelineRender (~7ms) C#_PrepareLightsForGPU (~4.4ms) Funnily enough C#_RenderShadowMap is sitting pretty at ~0.75ms right after. Again, regardless of Cascade count or Shadow Resolution. Disabling the 8 Shadowed Point Lights the numbers go down to: RenderPipelineManager.DoRenderLoop_Internal() (~4ms) C#_HDRenderPipelineRender (~2.3ms) C#_PrepareLightsForGPU (~0.3ms) One other thing, the Mixed mode for Point Lights doesn't work with Baked Indirect. Maybe that is by design. Also some weird quirks: Even when Intensity is set to 0, so essentially it's not having any effect on the scene at all, it still costs as much as if it was visible. Potential room for optimization? Even after the light is past the Fade Distance and has no visual impact it still costs as much as if it was visible. That sounds like a bug, surely the whole point of the feature is to cull the lights that are past that threshold, like in any other engine that has that feature. Changing Update Mode to On Demand or On Enable also has no impact on performance, you'd think that since it's not calculating shadows in realtime anymore that performance would be affected.