Search Issue Tracker
Fixed
Votes
4
Found in
5.2.0b1
Issue ID
710458
Regression
No
[Performance][SkinnedMesh] (Rendering.UpdateDirtyRenderers) Skinned mesh renderers cost lots of cpu power
After few tests I found out the more skinned mesh renderers you have the more method Rendering.UpdateDirtyRenderers cost your cpu power.
Project Steps:
1. Open scene "Test". Scene contains 270*6 objects and only 270 of them are visible.
2. Open profile and find Rendering.UpdateDirtyRenderers (Its probably in the top).
So, excluding vsync, this method every frame takes more then half my cpu power.
I noticed that this behaviour is not regression and it leads to believe that its by design. But if you ask me its extremly unoptimaized, there is no screen cullling for this method => The more skinned mesh renderers you have in the scene the more this method will consume your cpu. Also naming is quite confusing because UpdateDirty shouldn't be called every frame, so atleast rename it to Rendering.UpdateRenderers, because not it acts like that.
Any way, if its intended could you explain the behaviour behind thie method?
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VFX Graph Memory leak when calling the ClearPropertyBinders and AddRemoveVFXProperty
- Entering "Configure Avatar" inside the Inspector locks it
- [Render Graph Viewer] Resource list icons cropped and in inconsistent positions
- Scene View with Debug Draw Mode enabled is gray when GPU Resident Drawer is enabled
- The UI is not visible when resizing out of focus built Player window with Application.runInBackground set to false
Yarogleck
Sep 05, 2015 13:42
I've also noticed this