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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
2019.4
2019.4.10f1
2020.1
2020.2
2021.1
Issue ID
1288040
Regression
No
[iOS] [Metal] UAV writes in RenderDeferred.Lighting prolongs Camera.ImageEffects render phase and causes frame rate to drop
Reproduction steps:
1. Open customer's attached project in "LightsManager.zip"
2. Build for iOS and Deploy the project
3. In Editor open Profiler window and inspect CPU usage (ctrl/cmd + 7 to open)
Expected result: CPU load is consistent
Actual result: CPU load spikes heavily (framerate drops ~4 times), frame dropping can be seen in the in-game FPS counter (inspect profiler images attached), spikes are caused by Camera.ImageEffects
Reproducible with: 2019.4.16f1, 2020.1.17f1, 2020.2.0f1, 2021.1.0a9
Could not test with 2018.4.30f1 because of "Multiple precompiled assemblies with the same name" errors
Reproducible with:
iPad Pro 12.9 1st gen (iOS 13.4.1)
Not reproducible with:
iPhone 6 (iOS 12.4.8)
iPhone 7 (iOS 12.3.1)
iPhone 6S (iOS 13.3.1)
OnePlus A5000, Android 10, Adreno 540, Snapdragon 835
iPad Air 2 (iOS 11.0.3)
iPhone 8+ (iOS 12.0)
iPhone XR (iOS 13.4.1)
iPad 9.7’ 6th gen (iOS 14.2)
iPhone SE 2020 (iOS 14.2)
Reproducible with Metal
Not reproducible with OpenGL ES 2, 3, Vulkan
Notes:
1. "Device does not support compute shaders errors" are constantly thrown in the console
2. There are images attached of profiler when using Metal and OpenGL ES
3. On Editor Metal there are be some spikes (not as large), but they do not seem to be caused by Camera.ImageEffects
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Resolution Note:
Postponing to see if other scenarios where this occurs exist