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Dramatic increase of drawcalls with Post processing Ambient Occlusion
Hello,
This is my first major project in which I am targeting PC's, and maybe this is how ambient occlusion works i don't know, but I am getting massive spikes on draw calls. I have a lot of objects in my scene and maybe thats the problem(i don't think it is tho) but my draw calls increase by 300+ when using the Ambient Occlusion post processing effect. This happens on both the v2 and v1 stack, and also on the legacy one.
Any tips how can I solve this?
I am using Unity 2017.1
Was able to fix the problem by using the screen space ambient obscurance ( thought it would be a totally different effect) from the legacy post processing but still I would like to know what caused the spike.
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