Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice

In a build with multiple cameras, render for one camera takes 1.8 billion ms

Discussion in 'High Definition Render Pipeline' started by Dreamback, Oct 8, 2019.

  1. Dreamback


    Jul 29, 2016
    Using HDRP 5.16.1, we have a two camera setup with an occasional third camera, one directional light. In a build (not the Unity Editor), enabling/disabling the third camera causes the first camera's "Tile Pass - Deferred Lighting Pass" to take 1,844,674,494ms according to the GPU profiler. Always that exact value. The CPU profiler doesn't list anything taking particularly long. No errors or warning are being written to the console/log, and the framerate becomes unusable.

    Here is the camera setup - the main camera (with the apparent problem) is a low-depth full screen camera, the second camera is a "picture in picture" medium-depth camera in the corner of the screen. The third camera is a high-depth full-screen camera looking at a different part of our world. All cameras are set to Background Type Sky.