Search Issue Tracker
By Design
Votes
0
Found in
5.2.0f3
Issue ID
729259
Regression
Yes
[Batching] Additional draw calls when batched objects are Interleaving
To reproduce the issue follow the steps:
1. Create new project
2. Import "BatchingTest52" Unity Package user has provider
3. Open "MainScene" scene
4. Play scene
5. Once "InterleavedOpaque" is enabled (cubes are interleaving) - additional draw calls appears
When pressing mouse button, game objects that handles different cases are are enabled/disabled
Comparison
Interleaved : http://screencast.com/t/FJ0RCq5QMB66
Non Interleaved : http://screencast.com/t/b1NwtkwWdd
Reproduced in 5.4.0a4 (c877ead45aff)
Regression from 4.6.x, 4.6.8f1 (583461196f73)
Comments (1)
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
- UnityYamlMerge.exe doesn't correctly handle merge conflicts in modified properties on a prefab variant
- Inconsistent color scheme in "Details" section of "Select Presets" inspector window
- Crash on __pthread_kill when launching Editor via command-line with "-disableManagedDebugger" argument
- [VFX] Deleting “New Group Node” name doesn’t allow to type or add new name
- [VFX] Creating a long Group Node name breaks nodes boarders
Aras
Jan 28, 2016 08:54
By design. We added some rough front-to-back sorting for opaque objects, to increase GPU efficiency. So indeed this can result in more batches (more CPU work) but on many GPUs it's less work for the GPU, since depth buffer rejection works better that way.
Note that we only do that on GPUs where it matters, e.g. this is off by default on iOS GPUs since they don't really care which way opaque geometry is rendered.
So it's a tradeoff. If you know you more bottlenecked by the CPU, then turning this behavior off might be useful, e.g. "Camera.main.opaqueSortMode = UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort;"