Search Issue Tracker
Not Reproducible
Votes
0
Found in
5.5.0a5
Issue ID
819363
Regression
Yes
[metal/compute/hlslcc] Significant CPU and GPU frametime regression with certain projects
There are significant performance regression on metal/compute/hlslcc when compared to trunk or 5.4/release:
With modified 'Viking Village (2014)' project:
(~75/93) vs (56/37) - (metal/compute/hlslcc) vs (trunk) - GPU/CPU
on GPU, all shaders are way slower (besides gpu frame looks more or less the same).
on GPU, according to Unity’s profiler, Camera.Render->Drawing is around ~26ms vs ~20ms. the rest is used up by Gfx.WaitForPresent 55ms vs ~35ms.
With the project from case 761024:
there is no significant regression in GPU frametime, but a similar regression on CPU.
This is not reproducible with all projects i.e Survival Shooter. Standard shader performance and mobile torture test results also seem to be similar.
See :
https://docs.google.com/spreadsheets/d/1jblawHwE4XGTERJviUESAbLXTj3l4KDuKj_moMHcO3c/edit#gid=2040315717
for details and links to projects
Tested with:
Version 5.5.0a5 (fd625b0c0421)
Tue, 26 Jul 2016 08:45:37 GMT
Branch: trunk
Version 5.5.0a5 (d23d0dd92b49)
Wed, 27 Jul 2016 12:36:09 GMT
Branch: metal/compute/hlslcc
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UI performance degradation when a graph asset has hidden VisualElements
- The CaptureScreenshot method scales UI incorrectly when using an orthographic camera and both superSize and canvas planeDistance are above 1
- URP Render Graph's ColorGradingLUT pass causes GC.Alloc every frame when a custom lookup texture is provided
- [Android] Player with the specific Video clip crashes on "/apex/com.android.runtime/lib/bionic/libc.so (__memcpy_a53+96)" when the video is bundled with other video clips and Codec is set to VP8
- The Console window is not cleared when scripts are recompiled and the "Clear on Recompile" option is enabled
Add comment