Supercharging the Unity Render Pipeline
For years, starting a Unity project meant picking a render pipeline before you'd written a line of code and living with that choice. That's changing. Join us for a casual hour as we chat about what a single render pipeline actually means for you. We'll get into why URP starts fast and stays fast, what's landing with Surface Cache GI, SSR and GTAO, and how Neural Texture Compression tackles the memory crunch every developer is feeling right now. We'll also get a look at the the Mecha Hangar demo that went from HDRP to URP and learn about what just worked, what needed rethinking, and what surprised our engineers!
The Graphics Engineers answered all of your extra questions! Check out the answers here! https://discussions.unity.com/t/graphics-livestream-unanswered-questions/1737509
🔗Check out the Discussions thread on Render Pipeline strategy for 2026: https://discussions.unity.com/t/render-pipelines-strategy-for-2026/1710004
🔗Check out the HDRP to URP Migration guide: https://docs.unity3d.com/6000.6/Documentation/Manual/urp/migrating-from-hdrp.html
🔗🌐 Connect with other creators in the Unity Community in the Official Unity Discord: http://on.unity.com/discord
🔔 Check out our next Stream! ➡️Built to Matter: Unity in Education, Research & Real-World Impact https://youtube.com/live/pFKW1nN6cn4
[] - Livestream kickoff!
[] - Welcome Charles, Oliver, and Richard!
[] - Reflecting on the Graphics Strategy Reception
[] - How & Why We Built URP the Way It Is
[] - Mecha Hangar Deep Dive — HDRP to URP in Practice
[] - The DRAM Shortage & Optimization
[] - Looking Ahead
[] - Wrapping up!
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