With gpu profiling turned on, the render thread usage and gpu usage is suddenly really high, which seems to be the correct data, compared to before. Weird.
Edit:
There seems to a lot really wrong. These gpu rates weren’t that high with same scene setups and tests before 2019.1, the drae call rates are sometimes off, the render usage rate isn’t right until using the gpu profiler, and Semaphore.waitforsignal causes higher cpu usage because the gpu usage is high, with a nearly linear increase… soo, always higher cpu usage, it serms like.
Edit 2:
It’s all running with way less problems and much faster in 2018.3 (14f1) (Edit: 2018.4 was problematic, too)
Edit 3:
Also, 2018.3 is not causing the TAA artifacts / frame smoothing, the editor is much faster (also, occlusion baking is faster and there are not the GI baking problems I had with 2019.1+ (Where baking took really long and sometimes GI wouldn’t be displayed).
Edit 4: By the way, the problems with 2019.1 + were present in builds too, not just the semaphore.waitforsignal thing.
Edit 5: Okay, Gfx.WaitForPresent is still there in 2018.3(14f1), causing high cpu usage, but still, everything’s running much faster and there are less editor problems.
Edit 6: I closed the profiler (GPU profiling was enabled, too) entirely, the fps rate is much higher in 2018.3(14.f1) now. And the render thread usage dropped from around 20ms to 5ms again. Similar to the time when I enabled gpu profiling in a newer unity version which showed that gpu usage wasn’t at around 7ms, but 50-60ms (Also in the stats tab in game view)
Edit 7: Also, when having gpu profiling enabled, it can be seen that volumetric fog takes around 30ms in newer unity versions, and just about 3ms in 2018.3
Edit 8: Disabling gpu profiling sets the render thread usage way down.
Closing the profiler entirely sets render thread usage down to about 3ms from around 18 MS in a testscene (Similar to disabling the gpu profiler), and cpu usage way down, too, giving me over 100 fps in that certain testscene, to around 60 with the profiler opened. There are many inaccuracies using the profiler and testing inside the editor at all