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Question Fps drops in very simple scene

Discussion in 'Universal Render Pipeline' started by NewMagic-Studio, Jun 18, 2023.

  1. NewMagic-Studio

    NewMagic-Studio

    Joined:
    Feb 25, 2015
    Posts:
    432
    Hi,
    I am using Unity 2021.3 LTS with VR simple pass instanced and Open XR.
    Randomly fps drops, i checked gpu usage in Unity and Windows and uses just about 70%, but still frames drop.
    Most ms increase is cause Semaphone.WaitforSignal, which from what i read reflects that waits for another process which is making the delay, but dont know how to find that other process. I checked Timeline and found there is a Job worker using more than 100ms some times

    upload_2023-6-18_14-24-11.png

    upload_2023-6-18_14-30-12.png

    Even if i just make an empty scene just with adding XR origin i get Semaphore.Waitforsignal and idle using ms

    upload_2023-6-18_14-36-57.png
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,362
    GPU bottlenecked for sure.
    Did you disable SSAO?
    Did you check the frame debugger?
     
    NewMagic-Studio likes this.
  3. NewMagic-Studio

    NewMagic-Studio

    Joined:
    Feb 25, 2015
    Posts:
    432
    Many thanks, it was SSAO, it is REALLY heavy, gpu uses usually less than 2ms without SSAO and with SSAO is about 9ms and also creates very intense lag spikes
     
    DevDunk likes this.
  4. wwWwwwW1

    wwWwwwW1

    Joined:
    Oct 31, 2021
    Posts:
    625
    I think you can reduce the costs of SSAO (depth + normals rendering) by setting the source to depth and enable after opaque (less accurate option).
    URP_SSAO.jpg
     
    DevDunk likes this.
  5. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,362
    After opaque is an optimization for mobile GPUs.
    Depth is a bit faster, especially with lower normal quality.
    For mobile also tick force prepass for the depth in the urp renderer