Hi everyone!
We are using the realtime GI system and we have a shared network drive that houses our GI cache. Its an ssd that we connect through a NAS on gigabit ethernet. If it works, it works quite swiftly…
However, realtime GI bake times are drastically inconsistent and we are struggling to understand why. Here comes the long list of issues/question
1.) Even If I have a GI solution in the editor, sometimes it is completely rebuilt, or at least it takes a very long time to build it, when creating a standalone build. Subsequent builds without changes to the scene, might be faster though, but it still fells inconsistent.
2.) We often have the issue, that one of us has a working GI solution, but we are unable to retrieve it from the cache, or at least, it again, takes a very long time to autobake it in the editor.
3.) The most consistent issue is that the cache seems incompatible between win and mac. One of us is working on a mac, and so far it seems that we could never use his cache entries. To isolate the problem, we set his cache to local, so the above cases, are all pure Windows 10 with unity 5.3.4p6.
4.) Sometimes changes that we would deem insignificant, i.e. not changing any of the meshes or meshes’ flags in the scene causes the cache to fail and prompts a complete rebake.
All these issues are very hard to isolate for us since its so many factors changing between each issue we have. We’d be curious to learn more about the GI and caching system, what causes an invalidation of the cache, how the hashes are computed, and what data is included in the hashes. This could help us improve our workflow to better control bake times.