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GPU Instancing only works in OpenGL build, not Metal on Mac, 2017 LTS, 10.13.6

Discussion in 'General Graphics' started by JasperByrne, Mar 5, 2020.

  1. JasperByrne

    JasperByrne

    Joined:
    Jul 22, 2017
    Posts:
    7
    hi there,

    as per the titlle, the profiler is showing 0 GPU Instance batches in the Metal build, compared to the OpenGL build and editor version of the same project.

    i have experimented with 'Metal Restricted Backbuffer', 'Graphics Jobs', turning off Static & Dynamic Batching, but i still get 0 GPU Instance batches. everything works fine in the editor's Frame Debugger & Stats window.

    any help you could provide would be so great. this is a potential showstopper on an eight-year project, if i can't get it right.

    cheers,

    Jasper
     
  2. trojanfoe_

    trojanfoe_

    Joined:
    May 20, 2014
    Posts:
    53
    I am interested in this as well. I am tinkering with a custom render pipeline with GPU instancing enabled and it works fine in the editor until I "Play" and then I get no instancing at all (this is Windows/D3D11). I am wondering why.