Search Issue Tracker
By Design
Votes
0
Found in
2019.3.0a2
2019.3.15f1
2019.4
2020.1
2020.2
2021.1
Issue ID
1278749
Regression
Yes
FPS drops when the Camera is on the right side of the instantiated GameObject with Graphics.DrawMeshInstancedIndirect method
How to reproduce:
1. Open the user's attached "GPU instancing test.zip" project
2. Open the "InstancedIndirectExample" Scene
3. Enter Play Mode
4. Move the Camera to the right side of the instantiated GameObject with the mouse (See attached "1278749_repro.mp4")
5. Observe the FPS in the Statistics window
Expected result: FPS is the stay when the Camera is on the left and right side of the instantiated GameObject
Actual result: FPS is lower (around 30-40) when the Camera is on the right side of the instantiated GameObject, while on the left side is higher (around 70-120)
Reproducible with: 2019.3.0a2 2019.4.12f1, 2020.1.9f1, 2020.2.0b8, 2021.1.0a1
Not reproducible with: 2018.4.28f1, 2019.3.0a1
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
- Value defaults to an unsupported unit when entering a large enough number in a Style's Float Variable in UI Builder
- Hub restarts without prompting the user if he really wants to do so when there's an Installation in progress if the user has already canceled the restart once
- Open in Sprite Editor Button Label goes out of bounds when UI Builder's Inspector is resized to it's smallest size
- Light Explorer Intensity field accepts NaN value for 2D Lights while Inspector Intensity field doesn’t
- Sprite Atlas is not selected right after creation in the Inspector when Sprite Atlas V2 is enabled
Resolution Note:
This is normal slow down due to large GPU overdraw. Depending of the cubes generation order, the pixels can be fastly rejected or not by the depth-test.