Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by applesthepi · Nov 15, 2018 at 03:13 PM · performance optimizationgpuinstancing

GPU Instancing Help, Performance not expected!

Hello,

Im running Windows 10, Unity 2018.2.15f1, default render pipeline.

Specs:

gtx 1080 (evga) @ +85/+175/+50%/PT: 120%

i7 8700k @ max turbo (5ghz)

850watt psu

32gb ram @ 3200mhz (dual channel)

I have a prefab in Unity 2018.2.15f1:

The prefab has 2 LODs (single objects), which are both a child objects of the main object.

Both LODs have a texture straight applied to it with gpu instancing enabled with specular highlight disabled, reflections disabled, and double sided global disabled.

The model has about 500 vertices at LOD 0 and 100 at LOD 1

Im rendering about 2.6 Million vertices and running at 30fps. I thought this frame rate might have to do with the updating of the objects taking place on multiple threads. Here is the script for the model parent:

 using UnityEngine;
 
 public class GS_Fern : MonoBehaviour, IThreadUpdatable {
 
     public GameObject[] Elements;
 
     private bool setEnabled = false;
     private bool lastEnabled = false;
     private bool change = false;
 
     private Vector3 position = Vector3.zero;
 
     public void threadUpdate(int chunk)
     {
         bool value = Vector3.Distance(position, Player.playerPosition) < 15;
         setEnabled = value;
         if (value != lastEnabled)
         {
             lastEnabled = value;
             change = true;
         }
     }
     
     private void Update()
     {
         position = transform.position;
 
         if (!change)
             return;
 
         foreach (GameObject el in Elements)
         {
             el.GetComponent<MeshRenderer>().enabled = setEnabled;
         }
         change = false;
     }
     
 }

In the frame analyzer, the "RenderForward.RenderLoopJob" has about 14 thousand calls (all without "(instanced)") (different model with the same thing I described), looking like this:

image

Also in the frame analyzer, the "DepthPass.Job" has about 140 calls (all with "(instanced)"), witch looks like this:

image

Is this a problem?

Am I doing anything wrong?

Please help and answer if you can!

frame-debuger1.png (12.2 kB)
frame-debuger2.png (20.6 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

95 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to use Point and Spot Lights With Mesh instancing? 0 Answers

Project moved to Unity 2020 from 2017 using much less ram, less CPU, but performing much worse 0 Answers

Texture Atlas Duplicating Because Of Material Differences? 0 Answers

Difference between dynamic batching and gpu instancing? 1 Answer

When I enable 'GPU Instancing', transparent object starts flickering. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges