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.
Comments (1)
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
- GfxDevice::UpdateBufferRanges when running UIBuilder tests
- [Android][BiRP] Depth processing is handled incorrectly on certain Android devices when using 2 camera's
- [APV] Cancelling Display Dialog Error is thrown after Adaptive Probe Volumes tab is open in Lighting Window
- [APV] NullReferenceException is thrown when baking Adaptive Probe Volume for a Terrain with Non-GI Contributing Tree Prototypes and multiple APV objects with different LayerMasks are present on the scene
- Hands are not recognized when using Hololens 2
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!