Search Issue Tracker
Fixed in 2022.1.X
Votes
0
Found in
Issue ID
1372610
Regression
No
[vulkan] Randomly assigned Material texture or buffer properties can cause huge memory usage
The DescriptorSet cache in the Vulkan backend has no maximum size and if descriptors are bound programmatically the cache may grow indefinitely if a shader has many texture or buffer bind points.
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
- UI Source Image property gets set to 'None' when using a specific Sprite and Play mode is entered
- Rendering locks up when not looking at a transparent material on Meta Quest 2
- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
- All tests are run instead of only the failed ones when the "Rerun Failed" button is pressed
- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target
Roobubba
Jan 05, 2022 10:12
Will this fix be applied to 2020.3 LTS? I'm using ECS so cannot switch to a newer Unity version, and would like to resolve the issue mentioned in this thread: https://forum.unity.com/threads/vulkan-graphic-api-cause-out-of-memory.1080941/ so I can put out a linux build with my raymarching compute shaders.
Thanks in advance!