Search Issue Tracker
Fixed in 2020.2.X
Votes
0
Found in
2018.1
2018.2
2018.3
2018.4
2019.1
2019.2
2019.3
2019.3.0b12
2020.1
Issue ID
1204993
Regression
No
[GPU PLM] VRAM not released following a GPU PLM bake
Repro:
1.Download the attached repro project. Open using the Editor version above.
2. Ensure that we have enough texel density in Lighting Settings to require a juicy GPU bake
3. Ensure Progressive GPU is selected as lightmapper backend
4. Hit generate
Note:
Using a tool like GPU-Z it should be possible to see how much VRAM is being used by Unity during the bake. This is likely to be quite high as I have artificially pumped up the texel usage in my test project. If you've got the time, let the bake finish. Observe that once the bake has finished, Unity doe not release the VRAM used during the bake.
Expected:
Once the bake has finished, the amount of VRAM used by Unity should return to somewhere around what Unity was using before the bake was started. The amount used does not just include the additional VRAM required by the lightmaps now added to the Scene. Seems somewhere more in line with the buffers assigned by our OpenCL kernels. This will be a lot on real-world Scenes. Especially considering we frequently run out of memory. Not a lot will be left for Windows and I have observed really poor Windows performance following GPULM.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment