Much slower Render.OpaqueGeometry in 2019.3.0f1 than in 2019.2.9f1

when rendering the same scene in both Unity 2019.3.0f1 and 2019.2.9f1, I’m seeing significantly worse performance in 2019.3.0f1 in the Render.OpaqueGeometry step.

Here’s the profiler from 2019.2.9f1

And here’s 2019.3.0f1

The main difference I see is that BatchRenderer.RendleSingle is 9.42 ms in 2019.3.0f1, but only 3.31 in Unity 2019.2.9f1

This is a particularly demanding scene, but I’m wondering why I’m seeing this performance drop. Has anyone else seen this?

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And if you compare it to 2018 you are in for a big surprise… Unity keeps continously slowing with every release

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Please send a bug report with that scene attached. Then it might actually get fixed.

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Yes, a bug report with a reproducible would be much appreciated.

Hi Leonhard, my problem with sending a reproducible project is that most of these things I find are in my game project which is around 100GB. Plus it requires VR (Oculus Rift or Vive) to use. Do you have a DropBox/Google Drive than can be used for submitting very large projects?

Could you please try to reduce the project size for the repro? There’s some tools that you can use for that: https://blogs.unity3d.com/2016/08/24/attaching-your-project-to-a-bug-report/

Hi thanks. I would like to help. But based upon how my project is structured, I think it would take quite a lot of work get get it down to a size small enough to submit. Also, I pretty much have no time I can devote to this particular effort. I’m probably going to need to stick with Unity 2019.2.9 for now and wait to try 2019.3 again until it has been released, and a few patches have been released for it.

There’s some good and bad that comes with every release (mostly good I think). My start up times in 2019 are much faster than in previous versions. Also, I used to need to inflate meshes sometimes, and I believe the need for this is deprecated. In some scenes (created in my sandbox game), there used to be a several second delay related to this, and has disappeared entirely.

Hey Spanky,

If you could take the time to log the bug anyway, regardless of the project. The log, manifest and the fact that it is logged would really help us out. I’ll try and sort some space where you can drop the project files.

Many thanks!

Well yes, but there are things more important than others. I could care less if the editor stars in 10 seconds instead of 2 minutes. It would be annoying as hell to me, but it has no impact on my players. On the other hand, if the game runs 30% slower than on previous versions… that’s a huge problem. That would mean some mobile devices that used to run the device will not be able to run it at a decent speed. It’s HUGE problem. And it’s completely ignored. There is a thread comparing speeds from Unity 5, 2017, 2018, 2019 and 2020 now. Unity just keeps slowing for each single release. My mobile game done with Unity 4 ran way faster than using Unity 2020 (and it required half the memory and cpu).

This thread is not a “specific” issue or a bug. It’s the same for every single game out there. Games made with Unity 2019/2020 is way slower than 2018, which is slower than 2017.

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you just built a empty project , then you will see the fps in unity4、5 about120+
but when upgrade 2017 2018 2019, it never over 80

why the Unity Technologies did;t knows that? because they computer is RTX2080ti, and say"it’s really good fast to me, so Ignore the feedback please"
or
“because the New awesome features have been introduced, you must be feel fast , no? sorry please accept it”