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Burst Error Across All Compute Targets

Discussion in 'Burst' started by schneckerstein, Apr 11, 2019.

  1. schneckerstein

    schneckerstein

    Joined:
    Dec 6, 2018
    Posts:
    36
    Hey there,

    just recently I noticed that my game wasnt running so smooth as usually. I went into the burst inspector and saw a block like this across all(!) compile targets under the LLVM IR (Optimized) tab:

    I can't decifer whats going on here, so maybe anyone else can enlight me? Im using
    • Unity 2019.1.1b10 for Windows (Android Target)
    • Burst 1.0.0 preview.10
    • Entities preview.29 (can't update to .30 due to Physics dependency)
    • Unity Physics preview.1 0.0.1
     
  2. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    It should be that safety checks are active, so many checks are inserted into the code (with throw exceptions) and several optimizations cannot happen in that case (e.g vectorization)
     
  3. schneckerstein

    schneckerstein

    Joined:
    Dec 6, 2018
    Posts:
    36
    So I should disable safety checks to get the performance back?
     
  4. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
  5. schneckerstein

    schneckerstein

    Joined:
    Dec 6, 2018
    Posts:
    36
    Okay so the performance issues didn't dissapear when I dissabled the safety checks. However, all of my performance problems dissapeared anyway when I updated to the newest Unity 2019 + Burst and ECS version.