Search Issue Tracker
Fixed in 5.3.7
Votes
0
Found in
5.3.4f1
Issue ID
811875
Regression
No
[DX11] Dynamic batching on DX11 isn't consistent to other graphics APIs
How to reproduce:
1. Open the attached project
2. Open and run Main scene
3. Make sure that your graphics API is set to DX11
4. Check statistics and notice that it batches into 6 sets (1 draw call is saved)
5. Switch to DX9 (Edit-> Project Settings-> Player-> Graphics APIs for Windows)
6. The scene batches into 2 sets (4 draw calls saved)
*In OpenGLCore, dynamic batching occurs the same as DX9.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment