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Draw call difference in Unity 5.3.4 and Unity 5.0.

Discussion in 'General Graphics' started by Reloaded23, Mar 30, 2016.

  1. Reloaded23

    Reloaded23

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  2. Potaski

    Potaski

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    You can check the frame debugger to see if there's a "UpdateDepthTexture" part. Basically if unity decides that it can not directly fetch the depth buffer on your hardware, it will attempt to render the depth texture by itself, almost double the drawcall count.
     
  3. karl_jones

    karl_jones

    Unity Technologies

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    Do you have a particle system in there? Batching was replaced with a multi threaded system although it will be coming back. I cant see 11 draw calls making a huge difference. Try running the profiler and seeing where your performance issues are.
     
  4. Reloaded23

    Reloaded23

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    There is no thins as "UpdateDepthTexture" in frame debugger. So draw call is not increasing because of that.
     
  5. Reloaded23

    Reloaded23

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    No i am not using any particle system.

    But still there should not be difference in draw calls. Both versions should have same amount of draw call.

    In Unity 5.0 fps is stable between 58-60 fps but in Unity 5.3.4 fps is between 40-45 fps. So what might be causing this difference it is still not clear.

    Do we have to do any special optimization in Unity 5.3.4?

    I will try to do profiling now.
     
  6. karl_jones

    karl_jones

    Unity Technologies

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    You still have the same number of draw calls. batches + saved by batching = 276 for both
    The issue is that something is not batching anymore.
     
  7. Reloaded23

    Reloaded23

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    Both have difference batches + saved batching

    Unity 5.0
    Batching = 13, Saved by batching =263, Drawcall = 12

    Unity 5.3.4
    Batching = 21, Saved by batching =211, Drawcall = 19

    I am sharing the screen shot as well
    Unity 5.0
    5.0_Drawcall.JPG

    Unity 5.3.4
    5.0_Drawcall.JPG
     

    Attached Files:

  8. Reloaded23

    Reloaded23

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    Frame debugger is not helping as well.

    Unity 5.0
    5.0_FrameDebugger.JPG

    Unity 5.3.4
    5.3.4_FrameDebugger.JPG

    When everything is static still some objects in frame debugger are shown as dynamic batch, Why is this?

    This is both for 5.0 and 5.3.4. But 5.3.4 has more dynamic objects than 5.0.
     
  9. Reloaded23

    Reloaded23

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    anyone???
     
  10. karl_jones

    karl_jones

    Unity Technologies

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    Can you share the project or submit a bug report with the project? Its hard to say what the issue is without seeing what's actually in the scene and how its composited.
     
  11. jpfranssen

    jpfranssen

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    Apr 7, 2014
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    Maybe related, I noticed that when rendering shadows & dynamic batching enabled, the dynamic batches are 'broken', they produce shadow artifacts. Looks like the vertices are exploded. See attached image (best I can do, since I'm not able to 'quickly' create a small repro project.)

    dyn batch issue.png
     
  12. Reloaded23

    Reloaded23

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    I have submitted a bug report. Should I share both unity 5.0 and 5.3.4 project? And how do i share it?
     
  13. karl_jones

    karl_jones

    Unity Technologies

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    The bug submit tool will attach the the project. Include both if possible or just the broken one if they are too large.