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Update Rendering Bounds Performance spike

Discussion in 'Editor & General Support' started by Concato, Jun 27, 2019.

  1. Concato

    Concato

    Joined:
    Nov 24, 2015
    Posts:
    4
    Hi everyone,
    As title says i have a performance problem generated by "UpdateRenderBoundingVolumes", i tried searching on web for a solution or at least finding the source generating this problem, but i really coulnd't find anything, it's just out of my knowledge.

    i'm developing a turn based game, and i have these spikes randomly even if there are no actions between players (all characters in idle waiting for inputs)

    it's really frustrating because i can clearly see the huge frame drop , even if its for 0.01 seconds.

    here are some screens about the profiler, if anyone knows or has some ways to find the origin of those spikes i'll buy you a beer and cheer together! :,)

    RenderBoundingVolumes.jpg RenderBoundingVolumesHierarchy.jpg
     
  2. fullbright_aaron

    fullbright_aaron

    Joined:
    Aug 31, 2018
    Posts:
    7
    I am also trying to figure out where this spike is coming from. I have noticed it in my projects as well.
     
  3. Peter77

    Peter77

    Joined:
    Jun 12, 2013
    Posts:
    3,914
    Is this if you play the game inside the editor or a build running on whatever the target hardware is? If you profiled the editor, do you experience the same issue in a build?

    I'm asking because:
     
  4. Concato

    Concato

    Joined:
    Nov 24, 2015
    Posts:
    4
    I have yet to make a test build and profile from there but i can tell you few things:
    - last version build i made the spike problem was still there.
    - appear totally random
    - there's only in that scene , even if i disable everything i keep getting those spikes
     
  5. Concato

    Concato

    Joined:
    Nov 24, 2015
    Posts:
    4
    I've tested it many and many times and i can say now that in build it does not drop any frame, probably it's a tester feature check
     
    Peter77 likes this.