Feedback Wanted: Lightweight Render Pipeline

So now that Unity announced that the LWRP is production ready I decided to check it out again on 2019.1.2f, testing both the verified (v5.7.2) and latest version (v5.13.0).

Can anyone comment on why the LWRP is still allocating around 1KB of garbage every frame (in a build)? Currently, without the preview of incremental garbage collection turned on, the LWRP’s aggressive memory allocation causes frequent GC spikes in the default or empty scene. For comparison, in a similarly empty setup built-in doesn’t allocate at all.

This issue was [brought up over a year ago]( Feedback Wanted: Lightweight Render Pipeline page-3#post-3449645), and it seems very little has been done in the area since. Personally I would never consider using something that allocates such a large amount of garbage per frame. Is making the LWRP GC free on the roadmap? It seems to me that matching performance with built-in would be at least a minimum for what is considered to be production ready.


As an aside, in a fresh project trying to make a build after installing LWRP v5.13.0 will end in a failure to build. I needed to remove and reinstall the LWRP before I could get it to build successfully, and even then I ended up with
Non matching Profiler.EndSample errors when it did. I know this version isn’t “verified” for 2019.1, but it doesn’t particularly inspire me with confidence in the production ready status of this package.

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