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URP Post Processing Volume Mobile Bloom 30 FPS LOCK

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I'm building a game where the bloom effect is essential. My game is running 60FPS but when i turn on bloom effect it drops instantly to 30FPS. It got me thinking if vsync enables itself when i use urp post process .It seems suspicious to me that fps roots itself to 30FPS when i enable bloom. I checked if it is a real performance issue that my fps just happen to dance between 29-30 FPS. I added vignette and lens distortion but the result is same still 29-30FPS These are my mobile profiler results No PostProcess ![alt text][1] With Bloom&Vignette&Lens Distortion ![alt text][2] As you can see bloom takes up %9.4 of the frame rendering I began to suspect that using postprocessing locks your fps to 30 I wonder is there a solution to this behaviour, any help would be appreciated [1]: /storage/temp/168626-nopostprocess.png [2]: /storage/temp/168628-withbloomvignettelensdistortion.png

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