Saturday, November 6, 2021

Unity Frame Rates

To reach 60FPS we must update and render each frame in less than 16.67 milliseconds. The time budget for 30FPS is double that, thus 33.33ms per frame.

URP prefers the SRP batcher over GPU instancing, so to make GPU instancing work the SRP batcher has to be disabled. 

We could conclude from this data that for URP GPU Instancing is best, followed by dynamic batching, and then the SRP batcher. But the difference is small, so they seem effectively equivalent for our graph. The only clear conclusion is that either GPU instancing or the SRP batcher should be used.

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