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
- Channel remapping dropdown in the Terrain Layer does not open when clicked on the title
- The Editor freezes indefinitely when a large number of elements are entered in the Subgraphs or Categories lists
- Some Visual Effects package Assets links to documentation are not working
- Heatmap asset’s documentation button in the Inspector window leads to “Sorry... that page seems to be missing!” page when clicked
- Crash on MonoBehaviour::CallMethodIfAvailable when performing various actions
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