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
- Blank, Light-Themed "Create Node" window becomes visible on the next project open
- UI Elements/Layout inconsistencies in the Particle System component
- The Game view and Scene view fail to render when launching the Editor with a maximized Render Graph Viewer window
- "List is empty" is poorly visible in the "Create Node" window
- [Android] GameObject with a custom shader becomes invisible when deployed with the Vulkan Graphics API
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!