#Can you list high CPU usage URP's render features (which made by Unity ones)
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Yes, the profiler will do that for you.
Only profile on target hardware, NOT the editor.
So uses Frame debugging to find it? but I don't know how much is their CPU usage, I only know how many calls and when, I don't know that each draw calls use the same CPU amount?
No, the profiler.
Yep, I try it I can find that PostLateUpdate.FinishFrameRendering, lnl_UniversalRenderTotal are high but I don't know why or which render features make it high, only way I can do is to try remove render features/rebuild and test, right?
I wish it has a list for high CPU usage render features
CPU usage in rendering is mostly coming from draw calls/batches count. Render features are usually full screen draws with one or a few draw calls.
You need to profile properly to understand what your main bottlenecks are.
Use deep profiling on the device. Learn how to use the profiler efficiently - read the docs.
If you still don't know how to read the data, share screenshots.
PostLateUpdate.FinishFrameRendering and lnl_UniversalRenderTotal includes a lot of different things. You'll need to dive deeper into the call hierarchy/timeline.
What’s the other 30ms?
It is not part of rendering, I close the editor, I will re-capture it later
But I want to focus on rendering only
I don’t see any good candidates tbh
Even if you got a millisecond or two off this, you’d still be very far away from 30fps
So focus on that atrocious 10ms for the update loop, and whatever the other 30ms is. That’s what needs fixing.
While turn deep profiling off, each CPU usage are difference from the images
This seems to be recorded in the editor. You should profile a build instead.
I did record from build
Start with profiling the build on the device with deep profiling off.
Okay, then start from showing the few top levels of the hierarchy with deep profiling off. 10ms for a render loop with deep profiling on, is relatively normal on mobile.