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Fixed in 2019.3

Fixed in 2018.4, 2019.1, 2019.2

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

Graphics - General

-

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

  1. Response avatar

    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.

Comments (2)

  1. 3728cc30c45ee88262686032ee7844d1?d=mm

    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.

  2. 956d8463633d5a3932144fc0824eb194?d=mm

    Romaleks360

    Feb 12, 2019 20:28

    Yeah true story

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