bad culling performance. how do you disable culling for real?

i am experiencing these terrible performance spikes rendering a pretty simple scene of sprites and a few quads on top for ui. it happens occasionally, 2018.3.5f1.

most frames look like this:

even that makes me angry, as occlusion culling is completely unnecessary for my scene, and frustum culling would not help terribly much either. spending 2-90 ms a frame on a thing i don’t need is not cool.

4209970--373663--upload_2019-2-12_13-12-43.png

I have tried and tried to get rid of culling. I’ve also gone into every sprite and set “dynamic occludee” to false. still i get performance issues with unity’s culling scheme.

anyone have any other ideas of what can be done to get rid of this nonsense?


4209970--373660--upload_2019-2-12_13-8-35.png

Up.
Getting a 3% from occlusion culling, it’s not a lot, but I have disabled occlusion culling from every camera and I wonder why it still happens, any idea?

Using Unity2019.2

Same with 2019.3.1f1. We really don’t need any culling apart from basic frustum (and we could honestly implement that on our own np), still culling takes considerably more time per frame than drawing, which is impressive considering we have a lot of objects with multipass shaders that cannot be batched together. The spikes are particularly frustrating.

On the same note, PostProcessingLayer.OnPreCull is another big offender, taking half of the culling time alone with no good reason for it.

Also tried the same as herb_nice but it doesn’t seem to have any effect. Isn’t there a way to force unity to stop trying to cull stuff?

I dont know if you can disable culling for good. But you can try manual culling or use culling group to disable what you would normally get for frustrum culling to help culling system. It sounds weird but I think if you can disable the gameobjects that you think it can never show, it will help with the culling performance.

The 2D forum is for specific 2D feature related problems and not unrelated problems you encounter when making a 2D game.

You’re better off asking stuff like this in the General Graphics forums.

Have you tried if those 90ms spikes disappear, if you set the far clipping plane to a value other than 3.402823e+38, which equals a distance of 340282300000000000000000000000000000000 units? Maybe try the default 1000? :slight_smile: