Search Issue Tracker
By Design
Votes
1
Found in
5.4.0b21
Issue ID
805310
Regression
No
[Graphics.DrawMesh] triggering "String.memcpy" for massive slowdowns
Reproduction steps:
1. Open attached "stripped" project.
2. Open "EditorMap.scene".
3. Open "Window > Profiler" tab.
4. Enable "Deep Profile".
5. Expand "BehaviourUpdate->VirtualizeScene.Update()->VirtualizeScene.Draw()->Graphics.DrawMesh()" and notice the "String.memcpy"(Picture attached).
Comments (3)
-
Arycama
Sep 11, 2019 02:51
This is not fixed in 2019.2.0f1. Most variants of Graphics.DrawMesh call other overloads of Graphics.DrawMesh, which finally calls Graphics.DrawMeshInternal. This causes a string.memcpy to be called for every call, which ends up with 3-4 string.memcpys per frame.
-
holoben22
Jan 02, 2019 21:06
Is there an explanation posted somewhere for why this is by design? Is it an artifact of running the deep profiler? Or does it have something to do with copying data to the GPU in the Graphics.DrawMesh function?
-
Selmar
Jul 09, 2016 02:40
The memcpy and memset together are approximately 80% of the cost for me.
I tried to work around it using CommandBuffers, but I can't get them to work properly, so I'm not even sure if that works with instancing.
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note (5.3.7):
Using the last expansion of DrawMesh will result in a performance improvement. Additionally, in 5.4 you can use Standard Surface Shader (Instanced) in order to benefit even more.