Hello folks,
My team and I got a serious problem lately on our project.
Despite we’re not using any render texture, we encount some serious difficulties to enhance the framerate because of RenderTexture.SetActive. The level is quite basic, with a lot of corridor. We only use low poly objects.
Some info :
- Occlusion culling is activated and efficient
- Dynamic batching is activated
- Drawing account for 30% of the total GPU usage
- RenderTexture.setActive account for 60% of the total GPU usage
- We use real time shadow, but we do only have on directional light (flash light attached to the character) and to remove it doesn’t solve the problem
- All textures use the basic diffuse shader
- Removing all the images (textures) doesn’t solve the problem.
- The computing of this function go up to 100ms !
- Unity is pro vesion 3.5
- The longer is the corridor, the worst it is
Thanks in advance for your help =)