Forum Discussion
tkdHayk
5 years agoProtege
Unity 2019.3.x- pros and con's of URP vs built in render pipeline on Quest.
My question is the title. What are the pros and cons?
I'm aware URP should be slightly faster, but I'm concerned that many assets from the Asset Store wont work with it!
I'm aware URP should be slightly faster, but I'm concerned that many assets from the Asset Store wont work with it!
2 Replies
- hoppingbunny123Rising Starhttps://youtu.be/3uX6jJglTNw
https://youtu.be/EaFtxxh3Ze0
pro's youtube videos, indie developers
cons idk, google it. - IgnisIncendioHonored Guest
Google brought me here.
Anyway, for an official answer, Oculus provides some documentation on LWRP (aka URP) here: https://developer.oculus.com/blog/getting-started-with-unitys-lightweight-render-pipeline-lwrp/
Pros of URP:
- Shader Graph
- VFX Graph
- Single-pass shading (might be faster)
- Generally more supported by Unity, aka faster bug fixes
Cons of URP:
- Might not actually be faster
- Built-in might be a better option since you can upgrade to URP later
- Built-in has better support from the asset store
- Built-in might have more features, like Enlighten, point lights (just added in a TECH release) etc. The URP devs are still trying to reach parity with built-in.
- URP has a bug currently where in some cases, it'll disable FFR rendering for the Quest, causing less performance. See the official documentation for more details.
Finally, here's a feature comparison table between built-in and URP: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.2/manual/universalrp-builtin-feature-comparison.html
Good luck!
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