Search Issue Tracker
By Design
Votes
0
Found in [Package]
13.1.0
Issue ID
1376333
Regression
No
Huge performance spike when switching Camera from Physical Sky to HDRI Sky and back to same Physical Sky
How to reproduce:
1. Open the user's "TerrainBeach" project
2. Select "File -> Build and Run"
3. Observe the performance graph on the right in the built project
Expected result: No noticeable performance spike when HDRP Cameras switches
Actual result: Huge performance spike occurs when HDRP Cameras switches
Reproducible with: 7.7.1 (2019.4.32f1), 10.7.0 (2020.3.22f1), 11.0.0 (2021.1.28f1), 12.1.0 (2021.2.1f1), 13.1.0 (2022.1.0a13)
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
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Resolution Note:
The performance spike comes from PBR Sky needing a few frame to warmup after switching to it from HDRI sky.
A few suggestion were made to help with the issue:
- Reduce the number of bounces to avoid too much precomputation
- Have the camera be persistent (using hasPersistentHistory on the HDAdditionalCameraData) so that it retains precomputation for the PBR sky
However, it was found in this particular case that only one camera was used with different settings so making it persistent would not help with that kind of setup so reducing the number of bounce is the only solution here (apart from using 2 different persistent cameras)