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Votes
0
Found in
2017.4.0f1
2018.4.0f1
2019.2.0a1
2019.3.0a1
2020.1.0a1
2020.1.0a3
Issue ID
1184876
Regression
No
Depth-only RenderTexture allocates too much GPU memory on D3D11 and D3D12
How to reproduce:
1. Open attached project "d3d-depth-only-rt-overallocates.zip" and scene "SampleScene"
2. Enter Play mode
3. Launch "Windows Sysinternals Process Explorer" (an external tool for monitoring windows)
4. Double Click the unity process to open its properties
5. Go to GPU Graph tab
6. Observe/monitor "Committed GPU Memory"
Expected Result: we should be 4096x4096x10 rt x 4 bytes = ~670 MB (or 500 MB if 3 bytes per pixel).
Actual Result: around 1000MB
Reproducible with: 2017.4.32f1, 2018.4.10f1, 2019.2.7f2, 2019.3.0b4, 2020.1.0a5
Additional notes:
On D3D11, the allocation is twice the expected amount. It's much worse on D3D12.
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Resolution Note (2020.1.X):
Depth-only rendertextures are meant to be high precision depth textures. On D3D11 and D3D12 this means that there are 32bits for depth, 8 for the stencil buffer and 24 unassigned bits. This results in a 64bit per pixel buffer.