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Relatedly, the inability to set UAV bind flags _without_ also setting render target bind flags is a performance problem for 3D textures (e.g....
For the benefit of others who are hitting an absolute allocation limit: I was able to work around this issue by using NativeArrays. Of course, you...
I just attached a very simple repro project to my fogbugz case. It just spams allocations in an update loop until it crashes. The issue isn't that...
I was just looking at this. It would be useful if GraphicsFormatUtility could return the texel size in bytes, when that makes sense. However, none...
I just submitted a crash dump. Case 1104564.
Make that two people. It seems to occur whenever the application exceeds 3.5GB of CPU memory allocation. It's like Unity is running in 32-bit mode...