A single renderer makes the most sense. I used to agree with the idea of URP, but years later, I don't. Games like Dragon Raja (UE4) and Genshin Impact (Unity built-in) are what mobile games look like at this point. So what renderer do I use for a mobile game that will also release on PC? Or a PC game that will also be released on mobile? HDRP cannot do either, and URP cannot meet people's expectations of modern PC graphics. Built-in is also past the point of being able to look like a modern PC game (non-physical lighting/materials, no volumetrics, etc). URP replacing Built-in is a strange concept, because built-in was never meant to be a lesser renderer. By choosing URP, you're mentally accepting that you don't want top-end graphics. That's not what you were accepting when using built-in in 2017 - you were using the best visuals Unity currently offered, and could easily scale down to mobile. URP can someday replace Built-in from technical point of view, but not the use case, therefore, it's not a replacement. And that's only because built-in has been abandoned. Built-in would be far ahead of URP if they had continued to update it with better lighting/volumetrics, etc. Built-in was never meant to be a lesser renderer. It was meant to have the latest tech that it was possible to support. Until URP commits to that, it will never be a capable replacement, and remember it will take them years starting from this point. For example, Auto-exposure is only still "planned". I'm curious as to why anyone would use URP over Built-in. Is performance meaningfully better? Or because there was no Shader Graph (at that time) or VFX Graph? Or maybe you're a technical artist that needed some access to the render pipeline to achieve something that was impossible? On another note, Unity also need to focus on the quality of their tools. Probuilder/Bolt integrations and feature sets are poor and the terrain upgrade was some kind of april fools joke. UE4/5's modelling tool plugin is the kind of quality we need.