#Renderer/Graphical Settings for 2D Pixel Game

1 messages · Page 1 of 1 (latest)

maiden bramble
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Hi, I just had a question regarding the recommended pipeline renderer I should be using for a 2D pixel game.

I am currently using the UniversalRP asset, as resources online recommended this one, though I am unsure as a lot of this information was dated from a few years ago.

Additionally, more recently I have been having performance issues, and upon checking the profiler it appears as though the renderer/graphics is the culprit. Currently I have the default graphics project settings, are there any resources online that would tell me what the optimal settings would be for a 2D top down pixel game? I am a little overwhelmed looking at the URP settings in the Graphics section of project settings.

chilly silo
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URP unless you've a ton of assets already at hand that can't be converted over from built-in

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Features are relatively the same though

harsh tinsel
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BiRP's advantage is that you can have 3D and 2D stuff in the scene at the same time

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URP 2D locks you out of all 3D features but gives you URP 2D features additionally, mainly 2D lighting
URP non-2D doesn't have that but although it can do 2D it lacks some basic 2D features like pixel perfect camera component and custom axis sorting

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Most of these don't have an effect of performance
Modern URP versions have SRP batching for sprites (though not sure if 2D renderer only) which passively helps performance

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2D performance mostly depends on overdraw and the amount of sprites on screen
But if you're using 2D rigging that's also expensive, and 2D lighting as well which has various options for quality settings

maiden bramble
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Ahhhh I see. So after switching to a URP 2D Renderer it is no longer having performance issues thank you!

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I was under the impression that the one I was using beforehand was and URP 2D Renderer, not sure when it was switched 😅

chilly silo
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Usually when I do 2D projects I just go with the 3D settings anyway. I don't really use tilemap though so I'm not sure of the limitation of that

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SRP batching is something new with 6 for sprite renders, but devs say dynamic batching is still pretty much ideal

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Unless you're doing 2.5D and need custom billboarding then that becomes much more useful

harsh tinsel