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Does anyone know what ExtractRenderNodeQueue does and why it is killing performance?
ExtractRenderNodeQueue shows up in the profiler between culling and rendering. Most of the time it takes .1 to .9 millisecond. However, if 25 (special) stones in my scene are enabled, it takes 20+ms and kills performance.
I have deleted everything out of my scene except light, camera, stones. There are 300 stones in the scene created from five different prefabs. Most of these stones cause no problems. However, there are 25 bad ones that, if enabled, cause this huge performance hit. There is nothing special about these stones. They are instances of the same prefab as the other stones. They use the same material. They are basic MeshFilter,MeshRenderer,Collider setup. The meshes range from 25 to 50 vertices. They are in a fairly ordinary location of the scene.
Does anyone have any idea what ExtractRenderNodeQueue does and why it might not like these stones?
Using Unity 5.4.1 on Windows building for Android.
This appears to be caused by objects who's bound box center is not enclosed by light probes. $$anonymous$$y guess is Unity has a hard time finding good light probes to enclose these.
Good find - I've just massively increased framerate on one of our levels (running on a console). It was as you said - some meshes were not enclosed by lightprobes.
It would be a nice fix if Unity automatically bounded each scene by 8 extra lightprobes, to ensure everything was enclosed.
Answer by Phong · Dec 23, 2016 at 06:34 PM
This appears to be caused by objects who's bound box center is not enclosed by light probes. My guess is Unity has a hard time finding good light probes to enclose these.
Thank you, this helps. How did you find a source of the error? Profiler showing nothing.
Thanks!
Can confirm this is the case. If some object is acting up it'll select some weird point instead of a correct lightprobe and ruin performance. For me this still happens on 2019.4.10 so I doubt Unity will fix this in the co$$anonymous$$g years
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