Quick answer: Render the 3D scene to a scaled buffer but composite UI in screen space at full native resolution, so only the world gets the performance saving.
Drop render scale to 70% for FPS and suddenly the menu text and crosshair look smeared. The scale was applied to the whole frame. Keep UI on a native-resolution overlay so only the world is downsampled.
How to fix it
1. Scale the scene only
Apply render scale to the camera that draws the 3D world (URP's renderScale), and draw the UI on a Screen Space - Overlay canvas that is never affected by the scaled buffer.
2. Composite at native res
Upscale the scaled scene buffer to native resolution first, then draw the UI on top so HUD pixels are 1:1 with the display.
3. Pick a good upscaler
Use a quality upscale (FSR/bilinear with sharpening) for the scene so low render scale looks less mushy, while leaving UI untouched.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.