Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2020.1.X
Votes
0
Found in
2018.1.0b12
Issue ID
1025172
Regression
No
Compute shader is significantly slower in DX12 compared to DX11
How to reproduce:
1. Open user-submitted project (ResourceBarrierHandicap.zip)
2. Open "SampleScene.unity" scene
3. Set DirectX11 as the main Unity Editor Graphics API
4. Play scene
5. Observe runtime statistics
6. Set DirectX12 as the main Unity Editor Graphics API
7. Play scene
8. Observe runtime statistics
Expected result: DirectX11 and DirectX12 runtime statistics don't differ a lot
Actual result: DirectX12 runs at the quarter of the DirectX11 speed
Reproducible with: 2017.4.7f1, 2018.1.9f1, 2018.2.0f2, 2018.3.0a5
Could not test with: 2017.1.4p2, 2017.2.3p2(DirectX 12 Unity Editor was not introduced yet)
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
- Manual reference page for Grid Selection is missing
- Awaitable.NextFrameAsync causes GC Alloc 0.7 KB when using CancellationToken
- Prefab "Overrides" list item popups are overridden when navigating with keyboard arrow keys
- Alpha Tolerance setting does not affect generated outlines when generating Custom Physics Shape in the Sprite Editor
- The information/help message section misses a margin in the "Profiler" window
Resolution Note (fix version 2020.2):
Compute shader DX12 performance has been improved significantly in 2020.2. The overall performance is still slower compared to Dx11 but the cause is different and will be fixed separately.