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Fixed in 2019.3.X
Fixed in 2018.4.X, 2019.1.X, 2019.2.X
Votes
2
Found in
2018.1.9f1
Issue ID
1087657
Regression
No
CullAllVisibleLights consume too much CPU when only baked lights are used in the scene
To reproduce:
1. Open attached project
2. Build and run for Android with development mode checked
3. Connect profiler and drill down to SceneCulling.
4. Observe there is CullAllVisibleLights item consuming like 2-3% of the overall frame time.
Actual result: CullAllVisibleLights item consuming around 2-3% of the overall frame time.
Expected result: There should be no time consumed if there are no realtime lights in the scene.
Reproduced with:2017.4.15f1; 2018.2.16f1; 2018.3.0b10; 2019.1.0a9
Tested with:
VLNQA00124, Google Pixel 2 XL (Pixel 2 XL), Android 9, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00025, Xiaomi Mi 5s (MI 5s), Android 6.0.1, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
-
jessejarvis
Apr 25, 2019 00:34
I'm affected by this as well. I thought it was my setup with uTerrains, glad to find out it's a new unity bug instead.
-
Romaleks360
Feb 12, 2019 20:28
Yeah true story
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Resolution Note (fix version 2019.3):
Fixed in: 2019.3.0a10, 2019.2.1f1, 2019.1.13f1, 2018.4.6f1
Sped up "CullAllVisibleLights" for scenes with high number of baked lights. For the time being, baked light culling is still being performed.