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Feedback Inl_RecordRenderGraph Memory Allocations when using Dynamic Ambient Mode and Realtime Lighting

Discussion in 'High Definition Render Pipeline' started by iDerp69, Nov 30, 2022.

  1. iDerp69

    iDerp69

    Joined:
    Oct 27, 2018
    Posts:
    49
    I am getting 128 bytes of memory allocations per frame when using realtime lighting combined with the dynamic ambient mode. I basically cannot afford to have any allocations during gameplay... is this something that can be refactored?

    upload_2022-11-30_12-2-20.png
     

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  2. alexandre-fiset

    alexandre-fiset

    Joined:
    Mar 19, 2012
    Posts:
    715
    Bump as this is also a CPU performance regression.
     
    Last edited: Jan 26, 2023
  3. Julien_Unity

    Julien_Unity

    Unity Technologies

    Joined:
    Nov 17, 2015
    Posts:
    72
    This is not expected. Do you have a small repro project that exhibits the issue? If so, please file a bug so that we can investigate.

    We have many automated tests that check for GCAlloc and none of them have ever showed that so I expect this to be a more specific setup.
    Also keep in mind that during the first few frames there is bound to be some allocations (new render textures and internal objects necessary for the exeuction of HDRP) but this should never occur after that.
     
  4. alexandre-fiset

    alexandre-fiset

    Joined:
    Mar 19, 2012
    Posts:
    715
    Unfortunately no, our project is a big one, with 265 gb of assets. If I find the time I'll try profilling on a smaller project, but we're really busy for the next month.

    I can confirm the 128 B GCAlloc is happing every frame in a build, at least on XB1.

    upload_2023-1-26_10-7-18.png