Has anyone experienced issues where the Profiler says the RenderForwardOpaque.Render is over 33ms?
Specifically you can find it here in the profiler here:
- Camera.Render
- Drawing
- Render.OpaqueGeometry
- Render.RenderFowardOpaque.Render
For some reason it isn’t causing any issues on my laptop, only ever reaching about 5-7ms. My laptop has much worse specs as well.
I attached the image of what the profiler looks like on my desktop and I created a more detailed post over in Unity Answers here:
No one has replied for a few days so I’m trying here.
Thanks
Updated to 5.3.2.p2 and still having the same problem… Could it be that my graphics card is F’d?
Really stuck at a standstill here. I would love it if someone had an answer or even a suggestion.
I am having that very same problem. With one further detail: at least in my case, it is the shadow collecting that is causing the problem: Render.OpaqueGeometry → RenderForwardOpaque.Render → RenderForwardOpaque.CollectShadows.
The absurd part is that for my test-bad, only 1 objects in the scene as left with the cast/receive shadows enabled. Thousands of objects I have in the background are of the “no cast nor receive” shadows type. I posted a question specifying it: http://forum.unity3d.com/threads/performance-bug-collectshadows-expensive-when-all-but-1-object-are-set-to-not-cast-receive-shadows.402754/
However, I am very disappointed to not find any further information at this and to see that you have created a a thread already with no answer whatsoever from Unity staff. If you were by any chance able to sort that out in some way, please let me know. Otherwise, I do hope any Unity staff member gives this a bit of attention.
I was going through this too. In my case, the game was running good on pc, but in a mobile device (Android) the “RenderForwardOpaque” was a very problem.
In my case (mobile game) I solved this problem changing the format of the textures and choicing a better shader of my materials.
Before that, my mobile game was ruinning in 10-15 fps, when I changed these configurations my mobile game run 29-34 fps. It was very good.
From what I saw this problem would be an overload of the GPU, when I looked at the statistics I realized that the game totally consumed the GPU and it was still too slow.
I changed the texture format by RGBA Compressed ETC 8 bits.
The Shader was chaged by “Mobile/Diffuse”
I think you may have already solved it, maybe not in 2016
, but as this post does not have many tips about. I think leaving my specific solution might help in something …
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