Performance Tips
intermediate performanceEdge Fusion (URP) · Troubleshooting & FAQ
Edge Fusion's performance depends primarily on sample count and scene complexity. Use these guidelines to find the best quality/performance balance for your target platform.
Key Optimisation Levers
| Setting | Recommendation |
|---|---|
| Sample Count | Use the quality preset dropdown for quick configuration, then fine-tune. Keep as low as possible while maintaining acceptable visual quality. |
| Binary Search Steps | Reduce alongside Sample Count for faster edge location. |
| Early Exit Hits | Lower values improve performance, especially with jitter enabled. The default of 5 is usually sufficient. |
| Max Blend Distance | Set a reasonable limit to avoid wasting GPU time on distant pixels that are too small to benefit from blending. |
| Blend Layers | Only include objects whose edges should blend. Exclude transparent, particle, FX, and UI layers. The default "Everything" should be narrowed to "Default" or specific layers. |
| Jitter | Jitter breaks GPU cache locality. When using jitter, keep sample count lower. Disable entirely if performance is critical and TAA smoothing is not needed. |
| Intra-Object Fusion | The most GPU-intensive option. When enabled, it adds per-pixel normal reconstruction to the ObjectID pass, fill pass, and blend pass, and forces a larger texture format (RGBA32F instead of RG32F), doubling bandwidth. Keep it disabled unless you specifically need edge blending within a single mesh. If enabled, use Per-Object mode to limit the cost to only the meshes that need it. |
| Noise | Adds a 3D texture sample per detected edge. The cost is minor on desktop but can add up on mobile. Set Noise Intensity to 0 if you do not need organic-looking edge variation. |
Platform Guidelines
| Platform | Suggested Sample Count | Notes |
|---|---|---|
| Mobile | 4–8 | Disable jitter; set a conservative Max Blend Distance |
| Console | 12–20 | Enable jitter with TAA for best quality |
| PC (mid-range) | 16–24 | Good balance with moderate jitter |
| PC (high-end) | 24–32 | Full quality with jitter and TAA |
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