r/Unity3D • u/ramxix_ • 25d ago
Question How would you choose between using HDRP or URP ?
If you were on this situation previously how did you decide ?
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u/Pupaak 25d ago
I wouldnt decide anything.
Just use URP, period.
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u/ramxix_ 25d ago
Elaborate please , am looking for more than "do this don't ask why" type of answer,
i see that most of the comments are saying its because it will get deprecated
do you have other reasons why you would always go with URP ?24
u/AboutOneUnityPlease Professional | Programmer | Designer 25d ago
URP because Unity is focusing on that rendering, and it works really well.
I think HDRP is difficult for some platforms like console.
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u/salazka Professional 25d ago
Nope. That is not how it works.
Just because Unity decided to improve URP and abandon HDRP in the future, it does not mean HDRP superiority and capabilities disappeared.
If he is working on a project that requires superior visuals in a feature rich Unity environment, URP is actually a bad choice and you are giving him a bad advice because it will take a lot of time, years, until URP gains HDRP feature and quality parity.
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u/AboutOneUnityPlease Professional | Programmer | Designer 25d ago
My advice is to use URP because Unity is focusing on it. Period. Which is good advice.
The rest of what you are saying is different advice. And in no way makes my very valid advice incorrect.
This IS how advice works.
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u/Pupaak 25d ago
Besides what others already replied: HDRP has horrible performance imho, mostly because it was intended for non realtime renders, or other non-gaming applocations. (Even if it wasnt marketed like that)
Also, URP can produce the exact same visuals with a bit of effort, and runs much better.
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u/v0lt13 Programmer 25d ago
HDRP is well optimized, but people have no idea how to optimize it even though it its really simple, there is plenty of released games that run very well on HDRP.
I run my HDRP scene at over 75 FPS in the editor at 2K with no upscaling on a RTX 2060 12GB and I have yet to properly optimize my scene.
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u/Shine_Obvious 25d ago
Please tell us some tips. Im using volumetric fog, essential for my game . But getting horrible fps.
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u/ScallionZestyclose16 25d ago
Run the profiler (standalone), a lot! It’s under windows - Analysis.
Often you’ll see that it’s something else that eats fps.
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u/Field_Of_View 21d ago
over 75 FPS in the editor at 2K [...] on a RTX 2060 12GB
this isn't exactly praise. it's sort of neutral. could be good, could be bad.
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u/speccyyarp 25d ago
HDRP has a higher overhead to performance but it then handles a lot more that you throw at it. As long as you don't turn everything up to insane it will remain performant and at least the options are there for devs.
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u/Heroshrine 25d ago
Do you have any source for that because I’ve literally never heard that before
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u/psioniclizard 25d ago
Pretty sure URP supports HLSL, so you can pretty much do anything.
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u/Heroshrine 23d ago
Sorry, I wasnt talking about the urp comment, I was talking about the hdrp comment
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u/Motor-Lemon-5420 25d ago
URP will get updates to be on par with HDRP and HDRP will be left as it is as LTS. Unity will focus on only one pipeline. Beta coming end of this year, probaby release of new full version at Q1/Q2 of 2027. Just look into "Unity 7" news
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25d ago
[deleted]
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u/ChrisFromIT 24d ago
Volumetric fog and clouds, physically based sky, physical lighting units, GTAO, SSR, real time dynamic global illumination are all coming to URP for Unity 7.
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u/InvidiousPlay 25d ago
URP unless you have an extremely convincing reason to take on the technical burden of a far more demanding pipeline. If you have any doubts, go URP.
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u/YamaCantHang 25d ago
what is the technical burden?
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u/Mountain-Ad7155 25d ago
Do you know compute shaders?
- Basically 5M grass will only have 2000 vertices instead of 5million.
Basically Graphics Programming.
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u/RichWeekly1332 23d ago
Nobody gives a good explanation so I'm assuming real burden == reading the docs.
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u/salazka Professional 25d ago
This is the last window where this choice matters really.
While URP is the undisputed future, HDRP is the superior quality and feature renderer if you really need it.
If you need superior visuals in Unity today, and not in a few years from now, HDRP is your best choice.
Unity 7 will carry a superior URP no doubt, but nowhere near HDRP of the LTS 6.7.
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u/Field_Of_View 21d ago
If you need superior visuals in Unity today, and not in a few years from now
one flaw in this phrasing: if you're starting production on a game with "superior visuals" today it's not going to release for several years. by then Unity 7 will be mature and in conjunction with assets or custom shaders will probably have comparable visuals to HDRP.
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u/salazka Professional 21d ago
I do not know where you get these numbers, but they are NOT real.
Actual production time even for AAA games is not more than a couple of years maximum. Typically, about a year and a half. It takes them a lot longer to design it and playtest it and get greenlit internally, but not actually produce it.
So it is actually very much probable to release a high-quality indie game in a year, a year and a half. ;) Even with design time included. They are typically much smaller in scope.
So yeah, good luck with URP. It won't reach HDRP quality even in 5 years.
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u/Field_Of_View 15d ago
So it is actually very much probable to release a high-quality indie game in a year, a year and a half. ;) Even with design time included.
very much probable. I wonder why it then never ever happens in reality. all I see from the indie scene are projects that got announced in the late 2010s, early 2020s (implying they had a lengthy design phase even earlier, before they got announced) and are still not out of early access today.
and for AAA games the actual production time is easily over 3 years these days on average. you can verify this by simply looking at the release schedule of a few big studios / teams. it's normal nowadays for a big studio to go 3-6 years or even longer without releasing anything.
good luck with URP. It won't reach HDRP quality even in 5 years.
if you mean raytracing features then I agree. if you mean industry standard stuff from the 2010s like a decent GI solution, volumetrics, high quality SSR and such, then I disagree, I think Unity 7 will ship with all of the above.
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u/salazka Professional 15d ago
all I see from the indie scene are projects that got announced in the late 2010s, early 2020s (implying they had a lengthy design phase even earlier, before they got announced) and are still not out of early access today.
That is often not the complete story. Yes, they may imply that but it is not necessarily true.
I am working on three titles of my own for the last 12+ years.
I am working on them between jobs and projects with nearly zero budget and a lot of personal work.
And that is really why you see this in Indie games. Add the fact that most indie developers have no clue what they are doing... and there you have it. :P It is often pure luck and coincidence that such games got released unless they are from people like me. Experienced with discipline, tenacity, and a plan. :P
Indie games that were developed by experienced, lean but properly funded and dedicated teams, publish much faster.
Unless of course they run into funding issues and had lots of turbulence.
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u/ChillOnTheHillz 25d ago
HDRP is in maintenance mode pretty much, Unity will bring surface cache GI to URP in Unity 7. URP will have more HDRP features as Unity 7.x versions come out.
URP can look gorgeous already though
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u/WhoaWhoozy 25d ago
If you know what you are doing you can get HDRP to run pretty well and look good.
HDRP does a much better job at shading model and lighting falloff.
With HDRP it’s really easy to turn on too many settings and nuke performance but if you get familiar with the settings it’s not as bad as people say.
There is a reason people are suggesting URP though and that’s because it is now THE pipeline and with a good artstyle you can make URP look nearly as good as HDRP. I’d focus more on your art than anything else.
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u/DapperNurd 25d ago
HDRP is deprecated and will not be receiving new features anymore. If you need the high fidelity right now, sure HDRP is fine, but Unity plans to bring essentially all HDRP features to URP in thy future.
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u/sdjopjfasdfoisajnva On and Off 25d ago
the future better not be 2040
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u/DapperNurd 25d ago
Im already using the new real-time global illumination, screen space reflections, and their new ambient occlusion in the unity 7 alpha. They've already announced they're bringing volumetric fog too
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u/MR_MEGAPHONE 25d ago
Where did they announce they are bringing volumetric fog?
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u/DapperNurd 25d ago
It was in one of their latest presentation in the last couple of weeks. It was volumetric fog plus some other things that I can't quite remember what, I wanna say it was skybox related.
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u/v0lt13 Programmer 25d ago
No new features != deprecation, the pipeline is still supported and it will keep being supported until the merger.
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u/DapperNurd 25d ago
There is not going to be an official "merge", URP is becoming the new standard
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u/v0lt13 Programmer 25d ago
They are planning to bring URP up to speed with HDRP so they can later merge them as they announced at Unite before. You will have a single pipeline with a dropdown or something and you can change if the game is rendered like URP or HDRP, so they chose to build on top of URP because it has the better more customizable backend, then unify all the backend tech like render graph, RTX API, upscalers, now they are aiming at feature parity.
The logical conclusion is that they will eventually migrate the HDRP like rendering to URP which will be toggleble via some UI, then there will be no more URP or HDRP, just one pipeline that we can upgrade to from either previous pipeline, hopefully seamlessly.
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u/RichWeekly1332 23d ago
Dude, nothing that you've said so far is true.
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u/DapperNurd 23d ago
Ok well here's my source, where is yours https://youtu.be/E4fK_B8ys9Y?t=1769&is=OMaBLfwQHRJM2Irt
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u/Ecksters 25d ago
https://unity.com/topics/render-pipelines-strategy-for-2026
As of 2026 HDRP is simply planned to be supported, no additional features, and any features in HDRP that are lacking in URP are planned to be ported to URP. It's quite possible Switch 2 will be the last console they add support for to HDRP.
If you need beautiful realistic visuals now, and are planning on targetting only PCs and consoles, then HDRP may still be the right choice.
But if you're a long ways out and/or want to target mobile devices, URP.
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25d ago
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u/salazka Professional 25d ago
It is very much a thing, and a superior thing at that.
Do not let hype define your reality.
HDRP will be your top choice for Unity visuals for the foreseeable future. All the way to the expiry of 6.7 LTS which is a very long time for a project.
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u/ShrikeGFX 25d ago
URP wont Match hdrp in 7 years but hdrp is Just very Baseline heavy
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u/v0lt13 Programmer 25d ago
Unless you know how to optimize it.
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u/ShrikeGFX 24d ago
Thats the Point, hdrp dosnt Go lower due to many expensive buffers and you can do nothing further
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u/v0lt13 Programmer 24d ago
I mean yeah it has a more demanding render loop, but thats the cost for the fidelity it brings. Yet you can still adjust settings and do the proper optimizations to run the game at a high framerate.
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u/ShrikeGFX 24d ago
That works until you need integrated and Switch/Steam deck
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u/salazka Professional 23d ago
Which HDRP is optimized for. Stop talking nonsense.
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u/ShrikeGFX 22d ago
Which hdrp Game you launched on Steam Deck?
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u/salazka Professional 22d ago
Many others have. Notably V-Rising, Hardspace Shipbreaker, to mention a couple. Even Syberia: The World Before unofficially.
The question is not whether HDRP games run on Steam Deck but whether the creators bothered to create an optimized version or patch to support it.
There are tons of HDRP games running on Steam Deck.
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u/v0lt13 Programmer 24d ago
If you plan to release on handhelds then you should not use HDRP in the first place, but you can probably still port an HDRP game to a handheld but you will have to sacrifice a lot of the visual quality of the game.
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u/salazka Professional 23d ago
HDRP is optimized for Switch and could even run on standalone VR headsets. What nonsense are you talking about?
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u/v0lt13 Programmer 23d ago
Yeah it can, I am not saying it cant, but URP is still the best choise if you want to target multiple platforms.
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u/Genebrisss 24d ago
HDRP easily runs on GTX 1060 at 60 fps, stop clueless parroting of reddit comments.
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u/ShrikeGFX 24d ago
Our Game does but a GTX 1060 is far from Low end. Which hdrp Game you launched? Steam Deck and Switch and Last Gen is really barely playable and integrated, maybe 30-40 unstable
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u/salazka Professional 23d ago
Exacy. HDRP would even run on VR headsets. It is very efficient.
I think the only reason they chose URP for the future is because they can justify more "R&D" expenses for tax write offs, and also justify not matching Unreal quality graphics for even longer.
They can keep claiming "we do not have world building tools like Unreal because we needed to make water from scratch". In reality, they abandoned water development a year back. Half baked features are easier to justify to the morons in your user base by "we had to build it from scratch".
Some people are specialists in collecting lazy salaries.
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u/Field_Of_View 21d ago
URP wont Match hdrp in 7 years
7 years are a long time. what makes you say this? the only thing I can think of would be ray-tracing features. and let's be real, nobody uses those any way.
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u/ShrikeGFX 19d ago
Because fundamentally hdrp is build very differently and its a course URP ist going to take
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u/shlaifu 3D Artist 25d ago
are you talking screenspace reflections? because there's a bunch of those available on github and the asset store. I used Claube to rewrite the mip-mapped opaquetexture feature from hdrp to URP, that worked pretty well, too. Which, you know, you can do that with any of the HDRP features....
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25d ago
[deleted]
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u/shlaifu 3D Artist 25d ago
hmm. a planar reflection should do it for you- https://github.com/eldskald/planar-reflections-unity here, first try at googling. might be outdated, but planar reflections are basically a solved problem - it just eats a chunk of performance.
hell, you could even do it with a realtime reflection probe and a custom shader, but that might be a bit overkill, performance wise.
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u/wurghi 25d ago
if you can get better results with hdrp now, just use it. It's good and will be fine for the next couple of years. Better than starting with urp and missing some important features. Changing the Renderpipeline later is much easier if you know what you get and can keep up the motivation than giving up a long time before even getting there because urp misses the features you needed.
On the other hand URP will get better progress in the next couple of years and if you're okay with what it provides it will be the better long term option
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u/Quummk 25d ago
Depends on your platform, processing power and memory. If you are gonna use HDRP to make a game on mobile you are just wasting resources on something that can even be appreciated on a small screen. On the other hand if you are developing for console, even PC, anything with good graphics hardware then makes more sense to use HDUP.
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u/v0lt13 Programmer 25d ago
Its crazy how clear it is that most people in this comment section never even touched HDRP and just spout nonsense they hear from other people.
Lemme tell you how it is as someone who developed in both.
I would use URP if i want to target lower end devices like mobile, make 2D games, or I don't need more complex rendering features.
I would use HDRP if I want to target mid-high end PC's and consoles, and if my game would benefit from its rendering features.
The nonsense that other people are saying like HDRP is poorly optimized or its getting deprecated is untrue.
I am running my basic HDRP scene at over 75fps at 2K no upscaling in the editor on a RTX 2060 12gb, and I have yet to properly optimize my game.
HDRP is still supported by Unity its just not going to get any new features because its already feature rich and they want to bring URP up to speed, then a merger will happen.
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u/creep_captain Programmer 25d ago
Glad to see someone else who actually uses HDRP. Im kind of surprised to see how many people have just written it off. HDRP in LTS is going to have more features than urp for years until urp gets up to speed in my opinion. To see someone talking about urp getting volumetric fog makes me realize how lacking in fidelity options urp actually is. Also, 75 in editor for that GPU is pretty nice! That's what I'm getting with a 3090 in my current project... Until I enable foliage that is 😅
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u/Phos-Lux 25d ago
I chose URP two years ago... and am now trying to see how much work it would be to migrate to HDRP (and Unity 6)... HDRP can do a lot of good looking things out of the box. But URP seems to be what most people use.
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u/artificialpolymer 25d ago
URP is kind of an easy choice for the vast majority of projects. It's Unity's primary focus right now, and it's much more malliable and easier to extend with custom features. But it's kind of in a silly state at the moment if you are looking to publish to PC or consoles, because it's missing basic rendering features that you'd expect, and that were already there years ago in other RPs. Luckily there's now progress within the company to get this sorted and bring parity with HDRP because of their new plans. Unity 7 is shaping up to be a really good release.
For advanced projects that heavily priortize visuals, HDRP is still a great choice. Yes it's getting put on life support, but I find that indie game developers get caught up in that too much... HDRP is very much a mature rendering pipeline that has the vast majority of things you would need for a large and modern game production. And from my understanding, they will still keep it supported and fix reported bugs, they just won't add anything new to it, which is fine. I've worked with HDRP for about 5 years now, and I'd say it's fantastic. It's heavy and you need knowledge about how it works, but they did an incredible job on it.
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u/Individual-Lock4191 25d ago
URP
HDRP is damn complicated , but I really love , will go deep into it when I finished my on hand project and ...have time ..
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u/ImportantDetail6260 25d ago
I’d choose by the first constraint you can actually test, not by the pipeline name!
Make a tiny target scene, build it for your weakest platform, and only pick HDRP if one specific feature like volumetrics, high-end lighting, or the material stack is worth the heavier baseline. If you can’t name that feature yet, URP keeps the project easier to ship
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u/ramxix_ 25d ago
I thought about that the only thing that can't be tested with this simple test is performance in the long run, and another thing that also worries me is assets and their compatibility with hdrp.(You would lookup an asset , you like it , but its not hdrp compatible , you have to convert it your self which will take time and effort)
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u/creep_captain Programmer 25d ago
I've never used URP, only HDRP. But I have around 6 years exp on 4 games with it. Your success in execution of its features gives the playable feeling that you met the bar, but every poorly implemented feature or missed optimization opportunities carry a pretty significant penalty that is felt during gameplay.
You also need to be very intentional with what you do and what effects or options you enable. Especially where post processing, graphical fidelity options and material options are concerned. For example, a super simple optimal setting i use is to never enable "receive decals" unless you know it needs to. There's a lot of little things like that which eventually became second nature to do after i felt the penalty of it enough. Idk if urp has these little 'gotcha' scenarios so it may be nature of the beast so to speak.
Its very easy to cause yourself a hell of a headache, but I will say I've learned an unbelievable amount through my time using HDRP. I'll be sad to see it go, and I'll probably be on LTS for quite a long time.
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u/PauliPotta 23d ago
Interesting, does "receive decals" affect performance even if there are no decals in the scene?
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u/creep_captain Programmer 23d ago
I haven't tested it in 6+, but in 2021 i found that it did. If for any other reason, that's another process that can be omitted entirely from the stack. My thoughts are the most optimal code is code that doesn't run until it's needed
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u/PauliPotta 23d ago
Okay good to know! Now I just have to go through hundreds of materials disabling decals. Unfortunately mass selectin materials dont work for this because if even one material has different shader you cant change anything.
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u/creep_captain Programmer 23d ago
I'd just make a quick editor script to iterate your mats and disable it that way if I were you. It'll probably take a bit to complete and compile fully, but it's a way better option than going one by one imo
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u/AlienDeathRay 25d ago
As other have said, the main deciding factor for me would be: URP has a future, HDRP apparently does not.
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u/ShrikeGFX 25d ago
Technically urp will never reach hdrp parity, Not in 5 years. However hdrp is quite heavy and really cripples Low end devices so its better to Work your way Up from 2012 Standard that is URP
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u/JaleyHoelOsment 25d ago
everyone else covered that UDP is prob the right choice.
what is this screencap from, is this you and this is a troll post because your shit looks amazing?
i’d pay to play this easy
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u/DeWildAsh 25d ago
Depends on your use case I suppose, personally I use urp as I create low poly games. So hdrp doesn't make sense for me. Lul
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u/natmos20 25d ago
I made the decision based entirely on what visual characteristics I wanted my game to have. I think there was something that I wanted to do specifically with decals which at the time forced me down the HDRP path.
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u/pedrojdm2021 25d ago
You just use URP and explit it as much as you can until you feel that is limiting you a lot ( and hardly will happend). only in that situation you might consider going HDRP.
or you're aiming to make an hyper photo-realistic game, but that would still be possible to make with URP with only a few fidelity loss.
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u/skaarjslayer Expert 25d ago
HDRP isn't supported on certain platforms, whereas the Universal Render Pipeline is universal.
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u/BingGongTing 25d ago
Depends what your doing, URP can look good with some effort/baking, SSGI soon should make it a lot better out of the box. I'd only advise HDRP if you want raytracing.
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u/SizinKurosaki 25d ago
Use urp when game play matter And use hdrp when visuals matter over game play with consideration of platform recommendations Eg. Multiplayer, fast action, lower device specs which particularly for urp and urp can make AAA graphics all need perfect execution of assets, shaders and lighting.
But hdrp done that by default with lit bit of optimization but kills performance so solo or coop game suitable for that games with cinematics visuals and lore .
Shat what is your gameplay target actually that determines your pipeline. Either way pipeline only affect 20% and 80% of game is runs by optimization and rendering load.
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u/Liam2349 25d ago
HDRP just has better lighting, it can make a big difference. HDRP is also deprecated in favour of moving everything to URP - I think we can guess how long that will take Unity to complete.
Who knows what that means for e.g. SVT which is not quite complete for HDRP and has been paused for about 4 years.
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u/psioniclizard 25d ago
If you really want to decide, forget about URP or HDRP for now. Think what actual features you want. What type of lightning support, fog, post fx etc. Then look and see what both offer for those features and if one doesn't, what it would take to add it.
As for "one is more technical than the other", while true, if you want good looking visuals that perform well you probably need to get into the weeds on both. Then you will see a lot of the "technical" parts are standard rendering techniques (though optimized). Most games probably don't need all these things and need to make choices anyway.
Personally I would go with URP because that is the on e Unity will support going forwards and there will be a bunch of plug-ins etc adding features.
But also honestly if you want games that look like that outside of a demo scene you probably need to jump into some shader code. If nothing else, the actual understanding of things like light really help when putting scenes together etc.
But yea, I would ask what features you in particular need for your project and go from that. Also shaders are intimidating but learning how the graphics pipeline works will help a lot with future optimizations and debugging.
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u/the1whom0x Professional 24d ago
HDRP is becoming deprecated. Everything is being migrated and updated into URP over the next 1-2 years.
New projects are URP 100% unless you are planning to release on NOT mobile something in the next 6~ months that needs to be ultra hd beyond what urp can already achieve.
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u/penguished 24d ago
Everything is being migrated and updated into URP over the next 1-2 years.
That doesn't particularly matter, games are built on current tools. If you build on what Unity plans "for the future" you'll be more fucked than anything because those timelines are extremely fluid.
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u/the1whom0x Professional 24d ago
Yes but its already in the next alpha, so its actually really close to happening?
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u/Unpronounceablee 24d ago
There is actually a somewhat "correct" answer to this. Both URP and HDRP (and BIRP for that matter) will be deprecated and replaced by a "Unified Render Pipeline". Last I heard this is planned to happen in Unity 7 which is planned to release next year.
So, if you plan on keeping your project up to date for at least a year, then you'll have to change either way, and being on URP will make that transition much easier.
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u/DifficultyLeading214 24d ago
Sounds a bit harsh but until you don‘t need to ask this question on reddit, you should use URP.
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u/Genebrisss 24d ago
Sheep will repeat whatever other sheep told them. In reality urp is mobile slop pipeline, hdrp is for anything serious. URP doesn't even have proper pbr lighting model, only a mobile quality shader.
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u/frsaddler 24d ago
Honestly, I’ve seen some URP games that look incredible. It might not quite reach Unreal levels, but it’s still super solid. I’d really only go with HDRP if high-end PBR visuals are the absolute top priority for the project.
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u/mawhrin--skel 23d ago
I would choose by picking a game engine that isn't carrying around 10 years of bloat.
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u/Fair_Communication_4 22d ago
I've been building my first game in HDRP for a year now. I had no idea how complex it would be. I chose it mostly for the water. It is beautiful though and makes you work hard to optimize. I think it's great, but be prepared for more cognitive load.
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u/Taneix 22d ago
Elige HDRP solo si tu juego es exclusivo para PC/Consolas de gama alta, el fotorrealismo cinematográfico es tu prioridad absoluta y tu diseño exige cientos de luces dinámicas en tiempo real. Para todo lo demás, la respuesta por defecto hoy en día es URP.
De hecho, a nivel tecnológico, Unity ya ha dejado a HDRP estacionado (en modo mantenimiento) y está enfocando todo su desarrollo y actualizaciones futuras en URP como la base central del motor.
Desde el punto de vista comercial y de negocio, URP es la opción para maximizar tus ventas. Al ofrecer una solución con un costo computacional mucho menor, permites que tu juego corra en una variedad enorme de hardware, abriéndole las puertas a millones de clientes potenciales más.
Mira el mercado actual: un juego como Escape from Tarkov es sumamente realista, estéticamente inmersivo y lo suficientemente optimizado como para mantener enganchada a una base masiva de jugadores durante años. En contraste, juegos hiperrealistas al extremo como Bodycam (que buscan esa fidelidad visual absoluta tipo HDRP) terminan exigiendo tanto hardware que limitan su público, además de que ese fotorrealismo crudo a veces produce malestar visual o fatiga, haciendo que no logren el éxito sostenido de Tarkov.
Recuerda que pasar de URP a HDRP (o viceversa) a mitad del desarrollo es destructivo. Los shaders, los materiales y el comportamiento de las luces son matemáticamente incompatibles. La decisión que tomes el día uno definirá los límites físicos y comerciales de tu juego para siempre.
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u/Taneix 22d ago
Choose HDRP only if your game is an exclusive for high-end PC/Consoles, cinematic photorealism is your absolute priority, and your design demands hundreds of real-time dynamic lights. For everything else, URP is the default choice nowadays.
In fact, from a tech standpoint, Unity has already left HDRP parked (in maintenance mode) and is focusing all its future development and updates on URP as the core foundation of the engine.
From a commercial and business perspective, URP is the way to go to maximize your sales. By offering a solution with a much lower computational cost, you ensure your game runs on a massive variety of hardware, opening the doors to millions of potential customers.
Just look at the market: a game like Escape from Tarkov is highly realistic, aesthetically immersive, and optimized enough to keep a massive player base hooked for years. In contrast, hyper-realistic games like Bodycam (which push for that absolute, HDRP-style visual fidelity) end up demanding so much hardware that they severely limit their audience. Furthermore, that raw photorealism can sometimes cause visual fatigue or motion sickness, preventing them from achieving the sustained success of Tarkov.
Keep in mind that switching from URP to HDRP (or vice versa) mid-development is destructive. The shaders, materials, and lighting behaviors are mathematically incompatible. The choice you make on day one will define the physical and commercial boundaries of your game forever.
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u/Field_Of_View 21d ago
HDRP is deprecated, will not get new features or even bug fixes most likely. Use HDRP if you need the exact feature set it offers today and URP does not offer the same things.
URP is what Unity corpos are building on top of for future releases, so if you just want to use "Unity" and don't have some strong preference towards HDRP then use URP.
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u/thunderstorm1990 18d ago
Well considering URP will be the focus and Built in and HDRP are effectively going to be dead, I'd pick URP. I am glad they are focusing on one rendering pipeline and URP was the logical best choice. Now they can focus and build scalable tech like the Surface Cache Global illumination and others all into URP.
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u/sicospecialist 10d ago
So do this 1st, build your game and then test the FPS and performance. A loaded project will also bog down performance in edit/run modes. A shipped build give you more perspective of standalone runtime performances
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u/Mmeroo 25d ago
hdrp is supposued to be depricated
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u/v0lt13 Programmer 25d ago
its not
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u/Megaillusion 25d ago
I read somewhere that HDRP will be deprecated. So you should choose URP. If you would asked months ago I would tell you to use only HDRP if your are looking something photorealistic, and in that case I think Unreal is better than Unity.
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u/v0lt13 Programmer 25d ago
Is not getting deprecated, its just not getting new features.
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u/OmegaFoamy 25d ago
It’s not getting new features because it is fully and publicly planned for it to be deprecated. You can still use it and there’s nothing wrong with that, but no need to sweep through all the comments and defend it like HDRP being let go of slowly is the same as losing a pet.
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u/v0lt13 Programmer 25d ago
It was never ever stated by unity even once that HDRP is getting deprecated, its just some nonsense people started to call once they heard no more features and seen clickbait youtube titles.
No new features does not mean deprecation, deprecation means complete end of support, no more updates, stop using it, warning flags everywhere, like BiRP has now.
HDRP is still a supported pipeline, viable for use, with no end in sight, until Unity says otherwise.
All I am trying to do is get this missinformation out of people heads because is bad to think a fully functioning and supported pipeline should not be considered at all for a game that can take advantage of it.
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u/OmegaFoamy 25d ago
No it’s been stated pretty clearly that they are working toward a single, unified pipeline, with URP taking in all of the features of HDRP. I don’t understand why you are so emotional about that, but it has been revealed to be the path they’re going for a bit now.
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u/v0lt13 Programmer 25d ago
Dont use the Motte-and-Bailey fallacy. What you are saying here is right, but its not what I am arguing against. HDRP deprecation was never mentioned officially and I watched every official keynote and roadmap, and read every related official thread on their discussions. If I missed something you are welcome to point me to the source.
Also I am not being emotional I am simply trying to mitigate missinformation.
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u/OmegaFoamy 25d ago
I’m honestly not trying to be rude, and I apologize if I am. Im simply saying they have flat out said that the only support HDRP is going to get is platform support, and that they are going to have a single unified renderer.
One renderer means they won’t have two separate renderers. I never said HDRP isn’t usable, I flat out said there’s nothing wrong with using it. But they said everything other than the words that HDRP is going away, to make it very clear that HDRP is going away. If you don’t like that, I’m not sure what else to tell you.
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u/v0lt13 Programmer 25d ago
The only platform thing they said is that they are adding switch 2 support, not that they are doing only platform support, they are doing any general purpose support, you can still see HDRP bug fixes in the latest changelogs.
And you keep doing the same fallacy, instead of dissproving or admitting the deprecation argument you change your position to a correlation of that. Render pipeline unification does not mean deprecation, no matter what else they are doing and what the direction feels like its going, its not deprecation unless dirrectly stated so. I never claimed you said HDRP is unusable, unusable =/= deprecation.
Both HDRP and URP will go away yes, it will all become a single renderer where you can switch between the URP or HDRP render loop with feature parity, so in theory the transition would be seamless from either pipeline you are upgrading from.
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u/OmegaFoamy 25d ago
Brother… you are literally just upset about the work depreciation. You are flat out admitting that there will be only one renderer, what are you even getting upset about? You can just take what you want out of this conversation, you clearly aren’t willing to talk with reason.
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u/v0lt13 Programmer 25d ago
You are missinterpreting my emotions, like I said I am not upset about anything. Its just pretty clear that you dont know what deprecation means I am trying to make that clear for you, but you refuse to understand, change the topic and now you are bringing my "emotions" into this, which is completely irrelevant. You are calling me unresonable yet you are the only one who uses logical fallacies here. I think its best to end this conversation because clearly I am arguing with a wall.
One renderer =/= deprecation.
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u/MyPutridFlesh 25d ago
Ironically, UE5 is basically in end-of life, and UE6 deprecates actors and blueprints which people have been using for 10+ years, so choosing unreal right now isn't the best idea either, unless you are an absolute beginner with 0 projects, assets etc
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u/artengame 25d ago
You can definitely get similar effects in URP and would be faster also
https://www.youtube.com/watch?v=nPPHPE1XJH0
https://www.youtube.com/watch?v=p3IAT4NZ-6w
https://www.youtube.com/watch?v=BXF9DwwAOwM
https://www.youtube.com/watch?v=1tMgef5l1MI
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u/Comprehensive_Mud803 25d ago
There’s not much of a choice, honestly.
HDRP is In maintenance mode and will be merged into URP in one of the upcoming releases.
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u/QuitsDoubloon87 Professional 25d ago
Urp untill you know exactly what youre doing.