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Umbra portals - wasting performance

Discussion in '5.3 Beta' started by MikeHergaarden, Dec 2, 2015.

  1. MikeHergaarden

    MikeHergaarden

    Joined:
    Mar 9, 2008
    Posts:
    999
    We are not using Umba portals (We have no Occlusion Portals), yet I see the profiler processing quite some time in CullQueryPortalVisibilityUmbra (0.5 - 2ms per frame )

    How can we prevent this? So far it looks like we have better performance by disabling Umbra completely, yet this game should lend itself for occlusion culling (Verdun)...

    Unity 5.3 RC2

     
  2. superpig

    superpig

    Quis aedificabit ipsos aedificatores? Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,281
    CullQueryPortalVisibilityUmbra isn't related to the use of the Occlusion Portal component, it's general Umbra usage.
     
  3. MikeHergaarden

    MikeHergaarden

    Joined:
    Mar 9, 2008
    Posts:
    999
    Alright, thanks!
     
  4. superpig

    superpig

    Quis aedificabit ipsos aedificatores? Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,281
    (More info: Internally, all Umbra culling is done using a portal-based visibility graph. When you use the Occlusion Portal component, what you're doing is manually inserting one particular portal into that graph, and holding onto it so you can change the state of it later - but it's just one more portal mixed in with the hundreds that Umbra automatically generates itself during the baking process).
     
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