Search Issue Tracker
By Design
Votes
0
Found in [Package]
9.0.0 - preview.14
Issue ID
1252980
Regression
No
Enabling SRP Batcher increases the CPU Rendering time when profiling with SRP Batcher Profiler
How to reproduce:
1. Open attached project(example.zip)
2. Open the SRP-Batcher-Test scene
3. Make sure that GameObject 'stageBg_fantasy_forest_01/Foliage/ProblematicBushes' has Component 'ChildrenActivatorByMesh' enabled
4. Enter Play Mode
5. In the URP settings asset toggle SRP Batcher off/on and compare the SRP profiler CPU times
Expected result: SRP batching results in faster rendering time
Actual result: SRP batching results in slower rendering time
Reproducible with: 2019.4.3f1(URP 7.4.1), 2020.1.0b16(URP 9.0.0 - preview.14), 2020.2.0a16(URP 9.0.0 - preview.14)
Could not test with: 2018.4.23f1(URP 4.10.0 - SRP Batcher not yet implemented), 2020.2.0a17, 2020.2.0a18(URP 9.0.0 - preview.35 - crash when loading the project)
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
- Blank, Light-Themed "Create Node" window becomes visible on the next project open
- UI Elements/Layout inconsistencies in the Particle System component
- The Game view and Scene view fail to render when launching the Editor with a maximized Render Graph Viewer window
- "List is empty" is poorly visible in the "Create Node" window
- [Android] GameObject with a custom shader becomes invisible when deployed with the Vulkan Graphics API
Resolution Note:
SRP Batcher could be slower in very dedicated scene where: all similar meshes, similar materials, and no any material override ( like color ). In this case, builtin "GPU instanced" material is still faster than SRP Batcher. Please read notes for workaround