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Under Consideration for 2022.3.X
Votes
4
Found in
2022.3.17f1
2023.2.6f1
2023.3.0b3
6000.0.0b11
Issue ID
UUM-60470
Regression
Yes
"RenderLoop" and "EditorLoop" methods peak and use 50 ms or more of thread time when using "Direct3D12" Graphics API
How to reproduce:
1. Open the “U2023HDRPTest“ project
2. Open the “OutdoorsScene”
3. Wait until all Background Tasks are finished
4. Open the Profiler (Window > Analysis > Profiler)
5. Enter Play Mode
6. Wait for 5 seconds
7. In the Profiler window scrub the timeline and observe the “Render Thread” category
Expected result: The “RenderLoop” or “EditorLoop” methods constantly use roughly 20-30 ms of thread time
Actual result: The “RenderLoop” or “EditorLoop” methods peak every 2-3 seconds and use 50 ms or more of thread time
Reproduced with: 2022.3.5f1, 2022.3.17f1, 2023.2.6f1, 2023.3.0b3
Not reproduced with: 2021.3.34f1, 2022.3.4f1
Reproduced on: Windows 10 (by reporter), Windows 11
Not reproduced on: No other environment tested
Notes:
1. Not reproducible in a new project
2. Not reproducible in the Player
3. Not reproducible with the “Direct3D11”, “OpenGLES3”, and “Vulkan” Graphics APIs
4. Not reproducible after changing Graphics API and then back to “Direct3D12”
5. Not reproducible with URP
6. After scrubbing the Profiler timeline the Editor can become unresponsive on “ProfilerWindow.Paint”
7. In the 2023.2 stream and downward instead of the “RenderLoop” the “PlayerLoop” or “EditorLoop” uses more thread time
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GradientOGames
Apr 24, 2024 00:23
I was able to reproduce this in URP.