#Large performance spike in `PostLateUpdate.PlayerUpdateCanvases` while camera moves

1 messages · Page 1 of 1 (latest)

naive nest
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I'm trying to track down some performance issues in my project and I'm noticing the "Scripts" category is nearly doubling in time whenever my camera is moving, and it's almost entirely due to TMP Layout Text in this category. I've done some tests with all of the canvases disabled and it's still spiking whenever the camera moves. It seems like it's updating all overlay canvases, regardless of whether they're even active, when the camera moves. I've tried compartmentalizing things that would be updated frequently from other things by putting them on separate canvases, but it looks like it's just always repainting them when the camera moves anyway. How can I mitigate this performance hit?

naive nest
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Ah, hang on, I have world-space TMPs. That's probably what the issue is, let me see if disabling them fixes the performance

vast crow
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textmesh pro text rendering is also very very slow

naive nest
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Yeah, I tried to limit how often they're updated, and I just forgot about the world-space ones, which basically completely solved the performance issues

vast crow
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in world space you will get the SDF material rendered a lot which you don't want. i mean maybe if you are getting really close to these world space texts it matters, but i don't think you are

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you can also try the original ancient text field with system / bitmap text

naive nest
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I just disable them if they're too far away to reasonably see, which frees up a lot of render time