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Bug URP Bloom is too heavy Even for high end devices

Discussion in 'Universal Render Pipeline' started by Opeth001, Oct 13, 2020.

  1. Opeth001

    Opeth001

    Joined:
    Jan 28, 2017
    Posts:
    1,117
    Hello Everyone,
    We are using URP post processing in our Mobile project and everything is OK until we activate the Bloom effect. We are using the bloom only for projectiles and the effect has a huge impact on performance, even high end devices can’t run at stable 60 fps which is easily accessible without the blood even for mid-end devices.
     
  2. Shaunyowns

    Shaunyowns

    Joined:
    Nov 4, 2019
    Posts:
    328
    Opeth001 likes this.
  3. BattleAngelAlita

    BattleAngelAlita

    Joined:
    Nov 20, 2016
    Posts:
    400
    URP bloom is quite unoptimized, especially for mobiles. And moreover - don't have any quality settings knobs.
     
  4. AydinDeveloper

    AydinDeveloper

    Joined:
    Sep 8, 2017
    Posts:
    92
    The easiest optimization is to lower the render scale. 0.667x (equivalent to 720p in 1080p) + msaa2X is sharp enough for mobile devices. its impact on performance is huge. The high resolution of the flagships of 1440 * 2880 makes it impossible to use such effects.

    An additional optimization setting for Bloom will be added in unity 2020.2 URP 10.1.0
     
  5. Bordeaux_Fox

    Bordeaux_Fox

    Joined:
    Nov 14, 2018
    Posts:
    589
    The new skip iterations option for Bloom does the trick in URP 10.

    I get 60 fps with Bloom (4 steps, non high quality), MSAA 2x, hard real time shadows (50m) and AO (downsample, 4 samples) @2208 x 1768 pixels. 90 fps just with Bloom. Surely this will only work for premium devices. I could get more fps by reducing the render scale.
     
    Last edited: Oct 28, 2020
    laurentlavigne and Peter77 like this.