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Help Wanted Performance issue with CullResult.CreateSharedRendererScene / ExtractRenderNodeQueue

Discussion in 'General Graphics' started by Peter77, Jul 22, 2021.

  1. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    5,942
    Unity 2019.4.20f1, Android Samsung Galaxy S6, Built-in RenderPipeline, Forward Rendering.

    A significant amount of time is being spent in
    CullResult.CreateSharedRendererScene
    and
    ExtractRenderNodeQueue
    .

    The very weird part of the problem is that it's even that expensive at locations where the camera looks at pretty much nothing. For example when I place the camera at the end of the world and look towards the world border and skydome only. While in other locations, where a huge part of the level is actually visible, this
    ExtractRenderNodeQueue
    cost does not exist.

    There is only a single active Camera that renders the world and it uses Occlusion Culling. I have another Camera that renders a minimap and is placed below the world, it does not use Occlusion Culling. I also tested with OcclusionCulling turned off, but the cost is still there.

    What is this
    CullResult.CreateSharedRendererScene
    and how can I get rid of the cost?

    profiler.png
     
    Last edited: Jul 28, 2021
  2. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    5,942
    gentle bump
     
  3. thomas-weltenbauer

    thomas-weltenbauer

    Joined:
    Oct 23, 2013
    Posts:
    71
    We have the same issue... And don't know why :D
     
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