I switched to using LWRP a few days ago, and game is now running at 60FPS for about 1-2mins and then it starts dropping the frame rate cause of thermal throttling. I had this problem before but i used Beautify bloom PP so when i turned it off i stop getting this overheat but with LWRP without any PP i am getting worse performance than before… How is that possible =.=. Testing on my Galaxy 8+ SM-G955F and these settings for LWRP with 2 Pixel lights and HDR enabled other things r disabled, rendering is set to 1 cause i am already scaling it down via script in the beginning to max res 1080p. I am using 1 directional light, Lightweight PBR shader and no shadows. Should i tweak something else and is there anyone with the same problem?
EDIT: I have V-Sync set to every v blank cause without it fps is blocked on 30, i thought to overcome this thermal throttling by limiting fps to 30 but still i am better going with standard pipeline and beautify over LWRP and new processing stack where i get max 50 FPS using bloom only with Fast enabled it says that it is optimized for mobile
Hi,
It would be great to get the scene/project off you to see what is going on here, in our tests here on an even playing field the LWRP runs much faster on the majority of devices/platforms.
I get 60 FPS on old default rendering ( no SRP asset set in graphics settings. All materials in the scene set to “Standard”).
With the LQLWRP asset and the materials set to LWRP shaders its at about 34 FPS.
No posteffects.
Currently, I’m testing on a Xiaomi Mi A2 lite - Similar behavior on a Doogee Mix 2.
Did I miss some essential step when enabling LWRP?
In my case, the FPS is almost 50% compared with Mobile shaders right after converted. But we go to far and we cannot convert back.
Now we need to wait for the LWRP to be more stable and has better performance.
We are concerned about all of this information and are working hard to address known performance bottle necks, but we need more information from everyone before we can fully start to address these issues you are running into.
At the bare minimum we need to know what version of Unity and LWRP you are using, Platform/API and preferably the device(down to model number as many mobile devices can have different GPUs in different countries). If you want us to really fix the issue as fast as we can we need a scene/reproduction project that shows the issue and filled out into a bug report so we can do internal debugging and see where the exact slow downs are.
Finally, if you are working on a project that you intent to ship at some point then you must stay up-to-date with the latest LWRP and Unity, since we are only going out of experimental in 19.1 this means that older versions will most likely not be getting the same updates as the 19.1 LWRP version, only critical bug fixes are going to be going back and only until 19.1 beta is released.
We are constantly improving and updating the feature and only in the last month have we started our bug fix and performance run since up until this point has been adding critical features and API lockdown.
We really want to make sure LWRP is fast and easy to use and if you are hitting bottle necks, especially ones that seem unfair then we need to iron them out
And we recently(last week) managed to get rid of a lot of unnecessary memory bandwidth for rending a single frame, this has made some of our internal test projects double in speed so hopefully we can get this change tested and sent out into a package for everyone to try.
Is this between Builtin > LWRP or LWRP > LWRP 4.3.0-preview?
If coming from builtin what were your projects rendering in before? deferred or forward rendering?
If coming from an earlier version of LWRP what version did you update from?
what is a general scene in your project made up of? what lighting, how many objects, what type of post processing etc.
Yes but this will be partially why you have visual loss. After looking at your videos you PM’d me I can see a few things that stand out.
-You rely a lot on AO for lighting, currently LWRP has no AO support, so this is severely hurting the visuals and we know it’s a pain point, we are looking at maybe adding support for the current one even though it relies on compute shaders.
-You are using shadowing quite a bit and currently LWRP only supports shadows on the main directional light and additional spotlights, this is planned for later and should be in early next year.
-You are missing shadows al together in LWRP, this might be due to pipeline asset setup, material setup or something has gone weird in the upgrading.
If you could possibly create a very small scene that you are allowed to share with me I can take a look and see if there is anything that stands out. Also it’s very weird that performance has dropped so much, considering LWRP will be not rendering anywhere near the same amount of lights.
We will threat cases that LWRP is performing worse than Built-in as bugs. So please if you have converted your game and is experiencing worse performance submit it as a bug. We will truly appreciate it.
yes for inside, it’s mainly AO and most of the time shadows are disabled
Shadows where disabled, cause with shadows it’s -5fps
yeah that’s why I’m really surprised!
It will be very hard to extract a small scene, project is 30gigs
Maybe one of the reason could come from the shaders, in Build-in we have custom shaders handwritten, with LWRP we ported our shaders to Amplify Shaders Editor