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MeshSkinning significantly more expensive when SRP batcher is enabled on Android (Quest)

Discussion in 'Universal Render Pipeline' started by mpgholden, Feb 9, 2020.

  1. mpgholden

    mpgholden

    Joined:
    Aug 21, 2014
    Posts:
    38
    While trying to figure out workarounds for bug 1211503 (mesh skinning spikes), I discovered that MeshSkinning.Render is taking up a ton of time in my Oculus Quest project when the SRP Batcher is enabled - more than half of the total time on the GPU profiler (7-8ms) wher as it takes 1-2ms without the SRP batcher. Other rendering costs go up, and total GPU time is higher with the SRP batcher disabled, though.

    I have compute skinning disabled and am running 2019.3.0f6. This can be reproduced by running the most recent repro project on that bug and disabling the SRP batcher.

    Is the GPU profiler accurate there, or is this just a red herring?
     
  2. phil_lira

    phil_lira

    Unity Technologies

    Joined:
    Dec 17, 2014
    Posts:
    584
    Hi we need to investigate this. Could you submit a bug report?
     
  3. equalsequals

    equalsequals

    Joined:
    Sep 27, 2010
    Posts:
    154
    fherbst and Dragnipurake97 like this.