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Semaphore.WaitForSignal causing performance issues?

Discussion in 'General Graphics' started by Ljaljevic1120, Feb 8, 2020.

  1. devatwaleed

    devatwaleed

    Joined:
    Mar 15, 2023
    Posts:
    2
    Fo
    Found any Solution?
     
  2. corriedotdev

    corriedotdev

    Joined:
    Sep 1, 2012
    Posts:
    21
    Disable anti-aliasing in the graphics scriptable asset. Not PP. See if that helps your issue, if so then you can narrow it down further.

    upload_2023-6-28_14-37-52.png
     

    Attached Files:

    MUGIK likes this.
  3. MUGIK

    MUGIK

    Joined:
    Jul 2, 2015
    Posts:
    449
    Thanks for the hint!
    Disabling MSAA helps in our case.
    Unity 2020.3.47, Built-in RP, Vulkan.

    What's interesting is that with DirectX graphics API there is no such issue.
     
  4. pawelbabiuch

    pawelbabiuch

    Joined:
    Sep 21, 2022
    Posts:
    4
    I'd also like to leave a trail for people who scour the internet for answers, and also (and possibly) for myself in the future - should I forget the solution.

    In my case [Unity 2022 for VR (SteamVR) in URP] the problem turned out to be the second camera (even on an empty stage), which had Screen Space Ambient Occlusion turned on in Renderer Features.

    I also described this case here: https://www.reddit.com/r/Unity3D/co...=web3xcss&utm_term=1&utm_content=share_button

    The screenshots show the moment of turning on the second camera and the difference in performance (before turning off Screen Space Ambient Occlusion).
     

    Attached Files:

  5. Kareeem

    Kareeem

    Joined:
    Mar 1, 2013
    Posts:
    37