Search Issue Tracker
Fixed in 13.0.0
Votes
0
Found in [Package]
12.0.0
Issue ID
1339656
Regression
No
[HDRP][DLSS] Rendering performance drop when Physically Based Depth Of Field is used and DLSS enabled
How to reproduce:
1. Open the attached project named "hdrp_dxr_dlss.zip"
2. Open the Scenes/samplescene
3. Enter Play mode
4. Observe the frame times when the Physically Based Depth Of Field option is disabled
5. Select the Post Process Volume in the Hierarchy
6. Enable the Physically Based Depth Of Field option
7. Observe the frame times again
Expected results: Frame times are only affected slightly
Actual results: Massive fps drop can be observed (From ~120to ~44 with the testing machine @1080p)
Reprodcuible with: 2021.2.0a18(12.0.0), 2021.2.0b1(12.0.0/SRP master - bbe8ab0384b1af7e812fb75d911a6db19ab8698c)
Could not test with: 2018.4.35f1, 2019.4.28f1, 2020.3.12f1, 2021.1.12f1(DLSS was not available)
Notes:
1. When DLSS is disabled the impact of enabling Physically Based Depth Of Field was 96 -> 86 fps
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
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Resolution Note (fix version 13.0.0):
Fixed in HDRP 13.0.0 which is available in Unity 2022.1.0a11 and above