Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

LWRP constantly creating several KB of garbage per frame

Discussion in 'Universal Render Pipeline' started by SVC-Games, Jun 6, 2019.

  1. SVC-Games

    SVC-Games

    Joined:
    May 21, 2013
    Posts:
    129
    So I was profiling a test project and noticed GC Allocs on "RenderPipelineManager.DoRenderLoop_Internal()"

    Just to be sure I created a new LWRP project (Unity 2019.1.5) and just run the Sample Scene. And yes, I'm having 3.6 KB of garbage generated every frame.

    Furthermore "ScriptableRuntimeReflectionSystemWrapper.Internal_ScriptableRuntimeReflectionSystemWrapper_TickRealtimeProbes()" is generating 40 B per frame.

    And sure enough, spikes ocur every now and then... Again, this is a brand new project, running the Sample Scene.

    I assume this is a bug of LWRP? For something that is "production ready" this seems like an issue...
     
  2. SVC-Games

    SVC-Games

    Joined:
    May 21, 2013
    Posts:
    129
    Here's a screenshot of the profiler:

    GC Alloc LWRP.JPG

    As you can see it's definetly a LWRP problem. It doesn't seem to be much, but just in a few seconds you end up with MB of garbage which will prompt the GC collector and stuttering
     
  3. minearjade

    minearjade

    Joined:
    Sep 29, 2017
    Posts:
    2
    Can confirm, this is a headache.
     
    SVC-Games likes this.
  4. robrab2000-aa

    robrab2000-aa

    Joined:
    Feb 8, 2019
    Posts:
    109
    I'm finding this too. only 1.5kb but its enough to cause stutters in webgl :(
     
    Last edited: Sep 17, 2019
    SVC-Games likes this.
  5. robrab2000-aa

    robrab2000-aa

    Joined:
    Feb 8, 2019
    Posts:
    109
    What version of SRP and LWRP are you using?
     
  6. Revolter

    Revolter

    Joined:
    Mar 15, 2014
    Posts:
    216
    I think they fixed this in LWRP 7.0+ version, mostly.
     
    robrab2000-aa likes this.
  7. RedVonix

    RedVonix

    Joined:
    Dec 13, 2011
    Posts:
    414
    Looks like this is back in URP 7.1.8 and now does 251.7kb per frame, consistently.
     
  8. Elvar_Orn

    Elvar_Orn

    Unity Technologies

    Joined:
    Dec 9, 2019
    Posts:
    158
    Interesting!
    I'm running the URP Template Scene with 7.1.8 and not seeing any garbage being created.

    Can you file a bug with a repro so I can take a look?
     
  9. DatThax

    DatThax

    Joined:
    Jun 18, 2019
    Posts:
    10
    With URP 7.2.1, in the URP sample scene, adding a 2D renderer, setting the main camera to use it and adding a single 2D point light causes about 36B to be allocated per frame. It seems the more lights, the more garbage is created.

    I didn't change any materials to use Sprite-Lit-Default.

    This causes noticeable spikes when running a 2D game with 2D lighting.

    Edit: Running Unity 2020.1.0a23 for this test, but it also happens using 2019.3.2f1.
    Overall, performance is quite a bit better in 0a23 though.
     
  10. Aykutkaraca

    Aykutkaraca

    Joined:
    Jan 4, 2018
    Posts:
    33
    running 2019.3.6f1 and I have the same issue. I have URP 7.1.8.
     
  11. Shaunyowns

    Shaunyowns

    Unity Technologies

    Joined:
    Nov 4, 2019
    Posts:
    328
    Hey @Aykutkaraca, can you file a bug with repro please?