Profiler, the following "Gfx.WaitForRenderThread" accounts for more than 50% of CPU processing.

Profiler, the following "Gfx.WaitForRenderThread" accounts for more than 50% of CPU processing.

▽Gfx.WaitForRenderThread
Semaphore.WaitForSignal

What is the problem?

・Unity2019.4
・HDRP
・VR Single Pass Instanced

6285071--694934--名称未設定-1.jpg

The situation is very similar.
https://issuetracker.unity3d.com/issues/srp-vr-performance-is-significantly-worst-using-single-pass-instanced-compared-to-multi-pass-rendering

However, we have not set Volumetrics to high quality.

Having the same issue, @yoshida_mamory, did you ever figure out what was causing it?
Reading from the docs https://docs.unity3d.com/Manual/profiler-markers.html, could mean that the number of draw calls is just too high? If so, I believe we'd benefit from something like GPU instancing, to batch some of them?

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https://www.youtube.com/watch?v=ONat52CoHDQ

Life saver. Fixed me.