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By Design
Votes
0
Found in
2017.4.1f1
Issue ID
1077879
Regression
No
[Android] Using instancing_on keyword in ShaderVariantCollection increases memory usage after WarmUp()
To reproduce:
1. Open attached project (the latest one)
2. Top bar > BuildTools > Build to rebuild asset bundle
2. Build android apk and run apk on device
3. Click the button "Load 1777" -> "Load All Assets"
4. use "adb shell dumpsys meminfo --package $packagename" to see the memory
5. Click the button "warm up svc"
6. Repeat step 4
Actual result: Memory increased a lot after ShaderVariantCollection.WarmUp()
Expected result: Memory should not increase that much after ShaderVariantCollection.WarmUp()
Reproduced with: 2017.4.1f1; 2017.4.11f1; 2018.1.9f2; 2018.2.7f1; 2018.3.0b1, 2019.1.0a2, 2019.1.0a6
Note: this issue is only on Android devices
Reproducible device:
VLNQA00139, Vivo Xplay6 (vivo Xplay6), 7.1.1, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
VLNQA00134, Samsung Galaxy S8 (SM-G950F), 8.0.0, CPU: Exynos 9 Octa 8895, GPU: Mali-G71
VLNQA00153, Google Pixel XL (Pixel XL), 8.0.0, CPU: Snapdragon 821 MSM8996 Pro, GPU: Adreno (TM) 530
Not reproducible device:
Samsung galaxy S7 (Mali gpu)
Comments (2)
-
aleksandrk
Nov 17, 2018 17:12
@JOEYSTAGE
Can you please send me this shader?
Thanks! -
JoeyStage
Nov 15, 2018 00:07
I'm getting this too on the Oculus Go. I have a single simple shader variant with INSTANCING_ON being warmed up via a ShaderVariantCollection and the ENTIRE program stalls for up to 3 minutes while allocated memory increases from 100-200 MegaBytes with Unity 2018.2.6f1.
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