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Fixed in 2021.1.X

Fixed in 2019.4.X, 2020.3.X

Votes

0

Found in

2019.3

2019.3.0f6

2020.1

2020.2

Issue ID

1225254

Regression

Yes

[WebGL] [URP] Large memory allocations on builds when many objects are visible in the viewport while using integrated GPU

WebGL

-

Reproduction steps:
1. Open the attached project ("case_1225254-TonsOfObjects.zip")
2. Change the build target to WebGL
3. Make a WebGL build and run it
4. Move around the game by dragging the right-mouse button

Expected result: Memory allocation remains more or less constant
Actual result: Additional 1-2GB of memory is allocated when many objects enter the viewport

Reproducible with: 2019.3.7f1, 2020.1.0b3, 2020.2.0a4
Not reproducible with 2018.4.19f1
Couldn't test with 2017.4 (URP package is not supported)

Reproducible with package versions: 5.13.0 (LWRP), 8.0.1 (URP)
Not reproducible with package versions 4.10.0, 5.10.0 (LWRP)

Tested on: Chrome (80.0.3987.149), Firefox (74.0)

Notes:
1. The issue only reproduces on integrated GPUs (tested with Intel UHD Graphics 630)
2. The issue does not reproduce in Editor and Standalone (Windows) builds (tested both Mono and IL2CPP backends)

  1. Resolution Note (fix version 2021.1):

    Reduced memory usage on dual Intel integrated + NVidia GPU Windows laptops when using URP in a large scene with many individual objects.
    Fixed in 2021.1.0a1

  2. Resolution Note (fix version 2020.3):

    Reduced memory usage on dual Intel integrated + NVidia GPU Windows laptops when using URP in a large scene with many individual objects.

  3. Resolution Note (fix version 2019.4):

    Reduced memory usage on dual Intel integrated + NVidia GPU Windows laptops when using URP in a large scene with many individual objects.
    Fixed in 2019.4.39f1

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