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Bug (IN-33155) [1.0.0-pre.44] GPU usage too high

Discussion in 'Graphics for ECS' started by optimise, Feb 23, 2023.

  1. optimise

    optimise

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    Jan 22, 2014
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    The GPU usage is just too high and unaccetable that the character and monster are far from camera should get much lesser GPU usage. Not only that, the character and monster have LOD Group that should get lower poly count that should lower down GPU usage. And also the culling seems like also not working properly that when move the camera to look at sky, GPU usage is still super high that exactly same with look at character and monster.
     
  2. DreamingImLatios

    DreamingImLatios

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    Are these skinned meshes? In Entities Graphics, skinning happens before culling, and every LOD gets skinned every frame. I've spent a ton of work fixing this in my framework.
     
    Jes28 and optimise like this.
  3. optimise

    optimise

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    Should be yes since it's using mesh deformations. If that's the case then official needs to fix it. It's totally unacceptable that when character and monster are super far from camera, the pixel density needs to render at GPU should be so much lower that GPU usage should be super low but it's not case. Basically the GPU usage should directly proportional to what can be seen on screen. :eek:
     
  4. DreamingImLatios

    DreamingImLatios

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    I've been told several times that mesh deformations in Entities Graphics are "experimental". But if that's the case, we are in 1.0 prerelease territory. That "experimental" functionality needs to be behind an experimental namespace or scripting define symbol.

    All of the things you've been complaining about in this and your other threads are things I have solved. But unless Unity borrows my technique or even my solution outright (they are allowed to), I don't see them ever catching up in this regard.
     
    StefanWo likes this.