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Fixed in 2019.2.X
Fixed in 2018.4.X
Votes
4
Found in
2017.4.14f1
2018.1.0a1
Issue ID
1098752
Regression
Yes
Static Batching draw call regression since 2018.1.0a1
Steps to reproduce:
1. Open user attached project
2. Build & Run to an Android device
3. Switch to landscape mode
- Observe the frame rate difference between versions
Expected result: Static Batching should not decrease performance on newer versions of Unity
Reproduced in: 2019.1.0a10, 2018.3.0b9, 2018.2.18f1, 2018.1.9f2, 2018.1.0a1 on .Net 3.5 and .Net 4.6 with Mono and IL2CPP
Not reproduced in: 2017.4.16f1, 2017.3.2f1
Regression since: 2018.1.0a1
Tested devices:
Reproduced:
VLNQA00096, Samsung Galaxy S8 (SM-G950F), Android 8.0.0, CPU: Exynos 9 Octa 8895, GPU: Mali-G71
VLNQA00013, Samsung Galaxy S6 edge+ (SM-G928F), Android 7.0, CPU: Exynos 7 Octa 7420, GPU: Mali-T760
N/A, Sony - (Xperia Z2), Android 8.1.0, CPU: Snapdragon 801 MSM8974PRO-AB, GPU: Adreno (TM) 330
Not reproduced:
VLNQA00001, Google Pixel 2 (Pixel 2), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00123, Google Pixel 2 XL (Pixel 2 XL), Android 9, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
iPhone X
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Resolution Note (fix version 2019.2):
Regression has been fixed. We will favor draw call count over overdraw (mobile advantage) in legacy renderers. In SRP this can be configured via API.