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Up and Coming
May 26, 2020

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!

2 replies

Inspiring
May 26, 2020
https://youtu.be/3uX6jJglTNw

https://youtu.be/EaFtxxh3Ze0

pro's youtube videos, indie developers

cons idk, google it.
New Participant
February 28, 2021

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!