# Graphics performance and profiling in URP

> Resources for understanding and improving rendering performance in the Universal Render Pipeline (URP).

Resources for understanding and improving rendering performance in the Universal Render Pipeline (URP).

| **Page**                                                                                                                                             | **Description**                                                                                                                                                                      |
| ---------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| [Understanding performance](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/understand-performance.md)                          | Understand how the performance of your project depends on the Universal Render Pipeline (URP) features you use or enable, what your scenes contain, and which platforms you target.  |
| [Adjust settings to improve performance](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/optimize-for-better-performance.md)    | Adjust settings in the URP asset or the URP Renderer to improve performance.                                                                                                         |
| [Optimizing draw calls](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/reduce-draw-calls-urp.md)                               | Techniques for speeding up rendering by reducing the number of drawing commands the CPU sends to the GPU.                                                                            |
| [GPU occlusion culling](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/gpu-culling.md)                                         | Use the GPU instead of the CPU to exclude GameObjects from rendering when they're occluded behind other GameObjects.                                                                 |
| [Reduce GPU bandwidth with on-tile rendering](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/on-tile-rendering.md)             | Learn about on-tile rendering in URP for tile-based GPUs.                                                                                                                            |
| [Optimize frames by fetching data from the framebuffer](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/framebuffer-fetch.md)   | Fetch data that a previous render pass wrote to GPU memory, instead of writing it to a separate texture and reading it back.                                                         |
| [Optimize GPU performance with variable rate shading](/engine/6000.7/manual/analysis/graphics-performance-profiling/in-urp/variable-rate-shading.md) | Implement variable rate shading to reduce GPU workload while maintaining visual quality in critical screen areas.                                                                    |

## Additional resources

* [Configure for better performance in URP](/engine/6000.7/manual/render-pipelines/universal-render-pipeline/introduction/configure-for-better-performance.md)
* [Optimize shaders](/engine/6000.7/manual/materials-and-shaders/shaders/sl-shader-performance.md)
* [Optimize for mobile](/engine/6000.7/manual/platform-specific/iphone/ios-developing/performance/ios-optimization.md)
* [Optimize for untethered XR devices](/engine/6000.7/manual/xr/graphics/untethered-device-optimization.md)
* [Graphics rendering: Getting the best performance with Unity 6](https://www.youtube.com/watch?v=Oc6T4hh5gaI)
* [Performance tips and tricks from a Unity consultant](https://www.youtube.com/watch?v=CmD8MVGkDxQ)
* [Graphics performance and profiling in the Built-In Render Pipeline](/engine/6000.7/manual/analysis/graphics-performance-profiling/birp.md)
