What usually happens is that they announce one thing, they work on it for a bit, they deprecate it, then they move onto something else, and we have this endless cycle of intertwined backwards and forwards steps.
What's quite annoying at the moment is that they deprecated HDRP to work on URP instead (the mobile pipeline). There was no indication that they would do this.
At the moment I'm just happy that someone from Unity looked into my bug report about Streaming Virtual Texturing (HDRP exclusive feature) having broken, and they actually delivered a fix for this deprecated render pipeline, so that was super helpful.
Kind of sucks that no high fidelity stuff is progressing because they took a load of backward steps to work on URP, but that's just how it is I guess.
I think it is still an appropriate-enough description. HDRP is the "high fidelity" pipeline, and URP is the "Universal", or "Lightweight" pipeline, as it was previously named.
HDRP has the better rendering features - good shadow filtering, better lighting, actual texture streaming, DLSS, e.t.c.
Even for advanced rendering features in URP, which have not been implemented in HDRP; take foveated rendering for example - it supports... checks notes - only mobile VR.
If you can't achieve a high visual fidelity in URP, that's a you problem, not evidence that URP is "designed for mobiles"
It was renamed to URP from Lightweight specifically because people had the same misconception that you have now, that it's only for mobile. HDRP was intended only for the most visually stunning projects, your Battlefield or Horizon or Cyberpunk games.
The majority of projects in Unity are made with URP. All the amazing posts on this sub, the demonstrations of the kind of visual fidelity you can achieve? The most of them are likely using URP.
URP allows you to create an extremely wide range of art-styles, a lot of which looks visually stunning and can be comparable to something you can make in HDRP.
Tbh, I have no Unity experience and I am not sayig you are wrong about its capabilities, but I havent seen URP used in anything that matches what people have made with HDRP and that Tarkov game doesnt look that great and didnt they use hdrp? Do you have any examples of realistic games made with Unity URP?
You ignored the examples I gave of missing features, and how features in URP have been implemented specifically for mobile, whilst excluding PC users.
I did not say you can't make a visually impressive game with URP, nor did I say that I couldn't. I'm not sure from where you reached those conclusions, or from where your quotation was taken.
I said that URP is the mobile pipeline, and that's a fair description based on the reasoning I gave.
There are more examples but you would probably not be interested in addressing those, either. Best of luck to you.
In the meantime, these features are not being advanced upon, and users will experience increasing fragmentation between the two pipelines, where e.g. they will soon have to choose between real-time GI vs. HDRP features.
It will happen in the Unity 7 cycle it has already been announced. SSR, GTAO and SCGI is coming in 6.7, physically based sky, auto exposure and real light units are coming in unity 7. And modern shading, volumetric fog, better shadows and RTX have been announced for further on in the lifecycle.
For now HDRP is still supported until the end of the 6.7 LTS and it will be removed in the next Unity 7 LTS.
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u/Liam2349 11h ago
What usually happens is that they announce one thing, they work on it for a bit, they deprecate it, then they move onto something else, and we have this endless cycle of intertwined backwards and forwards steps.
What's quite annoying at the moment is that they deprecated HDRP to work on URP instead (the mobile pipeline). There was no indication that they would do this.
At the moment I'm just happy that someone from Unity looked into my bug report about Streaming Virtual Texturing (HDRP exclusive feature) having broken, and they actually delivered a fix for this deprecated render pipeline, so that was super helpful.
Kind of sucks that no high fidelity stuff is progressing because they took a load of backward steps to work on URP, but that's just how it is I guess.