#Can you list high CPU usage URP's render features (which made by Unity ones)

1 messages · Page 1 of 1 (latest)

limber geode
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Hello, I try to reduce CPU usage for mobile game, so I follow documents, remove SSAO, turn post processing to be updated via script and so on, but it still using high CPU

Now I have 2 remains render features are

  • Decal, with Screen Space technique, low normal blend
  • RenderObjects, for mountains to make it not overlap terrains
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I also turn off and strips soft shadow shader feature

wooden parrot
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Yes, the profiler will do that for you.

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Only profile on target hardware, NOT the editor.

limber geode
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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?

wooden parrot
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No, the profiler.

limber geode
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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

wooden parrot
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Expand them

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It should show per feature

inner ridge
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PostLateUpdate.FinishFrameRendering and lnl_UniversalRenderTotal includes a lot of different things. You'll need to dive deeper into the call hierarchy/timeline.

limber geode
wooden parrot
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What’s the other 30ms?

limber geode
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It is not part of rendering, I close the editor, I will re-capture it later

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But I want to focus on rendering only

wooden parrot
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I don’t see any good candidates tbh

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Even if you got a millisecond or two off this, you’d still be very far away from 30fps

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So focus on that atrocious 10ms for the update loop, and whatever the other 30ms is. That’s what needs fixing.

limber geode
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While turn deep profiling off, each CPU usage are difference from the images

inner ridge
limber geode
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I did record from build

inner ridge
inner ridge
# limber geode I did record from build

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.