Search Issue Tracker
Fixed in 2018.2.X
Votes
1
Found in
2017.1.0b8
Issue ID
916897
Regression
No
[FrameDebugger][GPU Instancing] Incorrect batch breaking message when instanced batch has reached its maximum size
Steps to repro:
1. Open attached project and '11_AutomaticInstancingSorting' scene;
2. Enter Play mode;
3. Open Frame Debugger (Window -> Frame Debugger);
4. Click Enable button;
5. Expand draws under Drawing -> RenderForward.RenderLoopJob section;
6. Scroll down and find 2 last calls for Draw Mesh (instanced) Sphere 2(Clone);
7. Click on the last Draw Mesh (instanced) Sphere 2(Clone) call;
8. Observe batch breaking reason in 'Why this draw call can't be batched with the previous one' section of FD window.
Expected result:
The batch is broken because instanced batch for Sphere 2 gameobject has overflown its maximum number of 500 instances. Corresponding message should be shown in FrameDebugger window.
Actual result:
The message: 'Rendering different meshes or submeshes with GPU instancing' is shown. This message is inconsistent with user expectations (seeing why instanced batch has actually been broken).
See attached screenshot.
Notes:
- Reproducible on Windows 10 and OSX 10.12.5;
- Reproducible in 2017.2.0a1, 2017.1.0b8, 5.6.1p2;
- Reproducible in both Editor and Standalone player.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on [NSApplication endModalSession:] when saving while Play Mode is loading
- Incorrect Preferred Height calculation when a single text line uses different Font Assets
- [ShaderGraph] Redo Collapse Nodes action does not fully collapse the Nodes
- [Ubuntu] Mouse cursor is set box select mode after exiting VFX Graph's Rename Context function
- Unrecognized identifier DECLARE_STACK_CB error is thrown when VirtualTexture Property is used with Custom RenderTexture target
Add comment