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Bug Bugs / Performance URP project from 2020.1 to 2020.2 causes RenderThread to go from 1ms to 10ms

Discussion in 'Graphics for ECS' started by sietse85, Jan 3, 2021.

  1. sietse85

    sietse85

    Joined:
    Feb 22, 2019
    Posts:
    99
    * SRP batcher does not seem to work anymore. (HybridRendererV2) When turning it on none of my meshes get rendered anymore.
    * I have noticed worse performance when upgrading from 2020.1 to 2020.2 I noticed a lot of people have peformance issues but most of them are about the CPU usage. In my case i noticed the GPU (render thread) got from about 1ms to about 10ms - 13ms.

    Anyone else had similar issues?
     
    reeseschultz, MNNoxMortem and Extrys like this.
  2. Extrys

    Extrys

    Joined:
    Oct 25, 2017
    Posts:
    329
    Yes I'm having these performance issues too
    seems like is a common problem
     
  3. Thygrrr

    Thygrrr

    Joined:
    Sep 23, 2013
    Posts:
    674
    Phew and I thought I was the only one. I have both. :)
     
  4. MNNoxMortem

    MNNoxMortem

    Joined:
    Sep 11, 2016
    Posts:
    723
    Same problem with the SRP Batcher.
     
  5. thelebaron

    thelebaron

    Joined:
    Jun 2, 2013
    Posts:
    825
    Which versions are you all using, anecdotally with 2020.2.0f1 & urp 10.2.2 I don't get these issues, srp batcher must be used otherwise my project doesn't render correctly.
     
  6. sietse85

    sietse85

    Joined:
    Feb 22, 2019
    Posts:
    99
    I am using 2020.2.1f with URP 10.2.2 ShaderGraph 10.2.2 (no idea if this is relevant) Also i use the Unity Animation preview package. With SRP batcher nothing gets rendered. Render thread ms is all over the place.
     
  7. Srokaaa

    Srokaaa

    Joined:
    Sep 18, 2018
    Posts:
    169
    Does it happen in the build or only in the Editor? I have a similar issue in the Editor. I tried profiling and I found that GFX.WaitForPresent is responsible. According to the comments here it seems that render thread is waiting for the GPU. I did some more tests and it seems that it is only happening when materials in my scene are using too many too big textures. It is easy to reproduce with just few PBR materials using 4K textures. Funnily enough compressing them with ASTC seems to help a bit
    When I build the project with those textures and I run it on an iPhone XR everything seems to be running smoothly.
     
    Last edited: Jan 4, 2021
  8. sietse85

    sietse85

    Joined:
    Feb 22, 2019
    Posts:
    99
    I am using 2 texture atlasses 4096x4096 pixels they worked fine in 2020.1.xf

    Same issue in the build, performance is less, but i suspect most of it is because SRP batcher is not being used anymore because it does not render meshes atm.
     
  9. MinoanStudios

    MinoanStudios

    Joined:
    Dec 10, 2017
    Posts:
    11
    Experiencing similar issues. Render thread in builds take 15ms longer than in editor