I have been having issues updating my reflection probes in any reasonable way. OnDemand update is way too slow and it causes a very visible hiccup on my scene. I have quite a few reflection probes, but I don’t need to update it too often. I wanted to write a reflection probe manager, that would update one probe at a time, but it seems to be not possible, because of very long update time. I tried switching on time-slicing from the script, but it doesn’t work. I have tried rendering CubeMap manually using the method Camera.RenderCube. That seemed to work at the beginning, but after some random changes on my scene, I can’t see reflections from my CubeTexture to appear on my objects and when I build the game, sky is blinking.
Is there any way to update reflection probes in real time in a time-sliced way?
it’s certainly an ongoing issue, I do recall time-slicing has always had “abandonment” problems as well.
one core optimisation pass would be to consider what setups you require for your probes.
Are they all the same setup?
Do you need them to be?
Where are the important parts of your project that could benefit from different setups.
if you have dynamic times of day this generally is a little harder, ( and where time-slicing does come into play)
and in terms of one cube being set up, or a cluster, that’s certainly a good avenue, you’d just need to see why a single one is causing a spike in your CPU cost.
if I recall probes a Forward rendered by default you could potentially free up some headroom by having switching frame settings to deferred and checking gauging your feedback from there.