Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.3.0b3
Issue ID
1085701
Regression
No
[GPU PLM] GPU Lightmapper bakes significantly slower than CPU Lightmapper in certain project
Steps to repro:
1. Open attached project and 'SampleScene' scene;
2. In the Lighting window select 'Progressive' lightmapper;
3. Bake the scene with the Progressive CPU lightmapper;
4. Observe the Total Bake Time in the Lighting window;
5. In the Lighting window select 'Progressive GPU (Preview)' lightmapper;
6. Bake the scene with the Progressive GPU Lightmapper;
7. Observe the Total Bake Time in the Lighting window and compare it with the one observed at step 4.
Expected result:
Progressive GPU lightmapper bakes faster than Progressive CPU lightmapper.
Actual result:
- Progressive GPU ligthmapper bakes lighting slower than CPU Lightmapper. This results in either slower Bake Performance and Total Bake Time (7.82 mrays/sec with CPU Lightmapper vs 0.34 mrays/sec on CPU Lightmapper). See attached screenshot.
Also, while baking with GPU lightmapper GPU load is about 100%, which slows Editor and OS to the great extent.
Notes:
- Reproducible in 2018.3.0b4, 2018.3.0b3;
- Reproducible while baking on GeForce 1070GTX;
- This performance failure happens only in this particular project, doesn't happen with the new project created from scratch or in the other projects.
-
mowax74
Feb 05, 2020 20:34
My CPU bake performance with the Threadripper (ca. 12.5 mrays/sec.) is also faster than with my 1070Ti GPU (ca. 4.5 mrays/sec).
I have no idea if that is just normal, since a lot of effort from the unity development was to develope the progressive GPU lightmapper along - that now is not of a great use, when the speed is not that significantly higher (even A LOT slower, compared to this Threadripper).
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
- Crash on ConvertBufferToEXRBuffer when Lighting Generation is cancelled
- [URP] TrailEffect in URP package samples does not draw Trail Effect
- "NullReferenceException" error is thrown when calling UIDocument.runtimePanel in OnEnable with ExecuteInEditMode
- Graphics.Blit() performs the operation only to the last display when a multi-display environment is used
- [Windows] Multiple Separation Lines are present in the Light Create Menu
Resolution Note:
The GPU Lightmapper does not support submaterials. The scene has 60 submaterials. Also the UVs are badly configured and overlapping. Please use CPU Lightmapper for this scene until we support submaterials.