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BIRP vs URP: Multi-Camera Performance Comparison

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BIRP vs URP: Multi-Camera Performance Comparison

Compares BIRP vs URP Pipeline Performance across Low-End and High-End GPUs with a Multiple Camera Configuration

Test Setup

Build

  • Unity 6000.3.10f1 LTS (Latest)
  • DirectX 11 and DirectX 12
  • IL2CPP .NET Standard 2.1
  • Release Build w/o Debugging
  • Frame Timing Enabled

Scripts

  • CPUI/GPU Frame Timing (Script)

Scene

Cameras

  • 2 Camera Stacks (Base + Overlay).
  • 1 Stacked Camera with Render Texture Output (Base + Overlay)
  • Base Cameras Render Sky
  • Overlay Cameras Render Depth

Game Objects

  • 1 Terrain Mesh (4096x4096 Base Texture Resolution)
  • 1 Directional Light

Rendering

  • 1920x1080 Resolution
  • Full Screen Window
  • VSync Disabled
  • No Post-Processing

Methodology

  • First Samples Ignored
  • One Sample Per Second

Results

  • Raw Log Files with Frame Timing (Link)
  • Summary (Link)

CPU, GPU, and Total Frame Timing

Percentage Change

Data Visualized

Frame Rate

Build Time

Cheers,
https://x.com/ShaunTonstad

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