Search Issue Tracker
Fixed in 2021.1.X
Fixed in 2020.2.X
Votes
1
Found in
2019.4
2019.4.15f1
2021.1
Issue ID
1295145
Regression
No
[URP] Performance is worse when SRP Batcher is enabled in the URP Asset
How to reproduce:
1. Open the user's attached "SRPBatcher.zip" project
2. Open the "SRPBatcher" Scene
3. Enter Play Mode
4. Observe the "Global Main Loop" value in the Game view
5. Check the "SRP Batcher" property in the UniversalRP-HighQuality Asset
6. Repeat steps 3-4
Expected result: "Global Main Loop" value is around 14.50 ms (70 FPS) with no SRP Batcher, while with SRP Batcher checked the performance is much better
Actual result: "Global Main Loop" value is around 14.50 - 15.50 ms (70 FPS) with no SRP Batcher, while with SRP Batcher checked the "Global Main Loop" value is around 16.50 - 17.50 ms (60 FPS)
Reproducible with: 7.5.1 (2019.4.16f1), 8.2.0 (2020.1.15f1), 10.2.0 (2020.2.0b14, 2021.1.0a8)
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
- Input Field ignores first keyboard input when calling Focus() from code
- GC Alloc when using Graphics.RenderMeshInstanced
- [VFX Graph][URP] VFX crashes on URP when dragging VFX asset to the Hierarchy window
- InvalidOperationException when using AsyncGPUReadback.RequestIntoNativeArray
- Generated Entities look different when Depth Priming Mode is changed
Resolution Note (fix version 2021.1):
Fixed in: 2021.2.0a1
Resolution Note (fix version 2020.2):
Fixed in: 2020.2.2f1