#Official Benchmark of URP vs BiRP

1 messages · Page 1 of 1 (latest)

leaden grove
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When there will be a proving where Mobile Device will benefit from using URP rather than BiRP?
Because most of the time, people who uses URP Suffers on low end device!

light estuary
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I'm not really answering the question, but I feel it could be useful to know the following. (you or someone else)

I've seen some project sample come to life that are targeting low-end devices. https://forum.unity.com/threads/introducing-the-new-urp-3d-sample-beta.1495706/

Maybe looking into those project could help you realize the scope of what is expected in URP for low end devices. If your scope seem to be relatively close to what is presented in those samples, whatever if BiRP is better than URP does not matter anymore.

Also note that people that suffers using URP might also suffer by using BiRP. Performance of the engine is definitely a factor, but the amount of work you are asking is an other factor that is equivalent. What's more is that you have control over that factor.

leaden grove
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I also have Samsung A02 (2021 release).

I bet its only 5fps on the sample

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(terminal benchmar)

light estuary
light estuary
leaden grove
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heres the data from G3D Mark

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Iphone 6s get a 2289 score on openGL

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while my A70 is 1843

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unity lies to us by using iphone 6s because developers expect its a slow & old device

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thats why they never uses android to test on

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even the 6S Vulkan score is 1850, my SAMSUNG A70 is Only 405

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nobody can lies about data

light estuary
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I have no idea what does number means.

leaden grove
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g3d benchmark, they provides number about openGL & vulkan performance score

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basically unity is using iphone 6s (which equivalent to almost S9)
to fool us. which is not a low end device at all?

light estuary
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Also, GPU is one specs. The CPU is another one that could be the bottleneck.

leaden grove
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basically URP = CPU + GPU Heavy

light estuary
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The A70 has a better CPU than the iPhone 6s

leaden grove
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no counter arguement on thi

light estuary
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Maybe, you could try to balance your load on those particular devices ? More CPU work to reduce the GPU works.

leaden grove
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out of scope.

still proves unity lies to us by using S9 as a benchmark 😄

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S9 = low end (unity claims)

light estuary
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Also, note that I am the one that stated that it is low-end.

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And, you can directly provide feedback

leaden grove
light estuary
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This wouldnt be the right place for that though.

leaden grove
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*ask the experts

drifting surge
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Thank you for sharing your concerns. Your observations about the differences between the iPhone 6s and the Samsung A70 are noted, and we will incorporate this feedback into future benchmarks.

The Android ecosystem is notably fragmented, with a wide variety of devices having different specifications, even within the same model in different countries. This diversity makes it challenging to create a one-size-fits-all benchmark.

We use devices like the iPhone 6s in our benchmarks because they provide a consistent baseline for comparison. While it may perform similarly to higher-end devices in certain aspects, it's not intended to mislead but to offer a stable reference point. The performance on Android devices can vary significantly due to the fragmented nature of the ecosystem.

The URP sample is designed to showcase rich content, which might be more demanding on the GPU and CPU. It's also important to note that while our high-end quality profiles are more suited to devices like iPhones, they may not be as compatible with a broad range of Android devices, leading to differences in performance. In that case it is better to use medium or low quality settings.

We are aware of the need for easier scalability in Unity, especially considering the diverse range of hardware. We're considering implementing a hardware tiering system that could help developers better optimize their applications for a wider range of devices, enhancing performance across different tiers.

leaden grove
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yo, your talk is not in the context...

true bolt
drifting surge
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We are currently finalizing the design but I can not share any concrete details. The goal is that features can be activated/deactivated based on hardware/driver capabilities. And then developers should also be able to override settings for certain device tiers or concrete specs (e.g. GPUs), if they have issues with their content on these devices. Ideally, we can also adaptively scale settings based on the profile.

true bolt
# drifting surge We are currently finalizing the design but I can not share any concrete details....

I see. At least it's able to setup different profile settings based on device tiers or concrete spec should be ok but it will be really nice to make it work automatically by default and only manually tweak when it's not working well. Btw I think currently urp still lacking a lot of features and tooling to ship truly performant content for mobile platform like terrain for mobile, blob shadow, day and night cycle for mobile and etc. Another big pain point is I have serious mobile game project that I found it's gpu bound that spend gpu frame more than 17ms but there's no urp tooling to figure out where's the root cause of the problem. I hope official can put more resources to tackle these hard problems.

molten tendon
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Unity

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true bolt
molten tendon
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There is the much simpler Frame Debugger : https://docs.unity3d.com/Manual/frame-debugger-window.html which may help with very broad diagnosis, but has limited profiling capability.
I do think dedicated, platform-specific native profilers (like RenderDoc) are ultimately the way to go and well worth investing the time in learning if possible.

true bolt