Status HDRP bugs, no progress at all?

Hi,

I did spend a lot of time creating bug reports during the past year and am wondering why exactly I am doing this, as it seems that basically nothing get fixed. Here is a list of reported and approved bug reports which still are valid (just checked with latest 2023.1.14):

Today reported another bug (Camera RenderTexture is black if DLSS and XR is used, IN-55879), but it might be my last bug report if I don’t see any progress on above issues, as it seems like a waste of time.

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I can’t agree more!
It seems that too few people are using HDRP+VR for Unity to bother fixing issues.

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Yeah, exactly. But out of the 10 bugs, 4 are not even XR related…

For #3 I literally sent them a project containing an explanation and a fix, which can be turned on/off via preprocessor, so it’s very easy to confirm where the issue is happening. The bug has been marked as “In Review” for 2 weeks, even though the crashing itself was already confirmed in another bug, but completely mislabeled, as it seems like all given explanation was ignored and a random stacktrace was blamed. (trace is semi-random due to this being memory corruption)

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I haven’t got the time to investigate all the post yet but for what it’s worth, to give a little context, it’s not that Unity are not bothering fixing XR issues, it’s more that the XR team is understaffed and just can’t fix everything at once.
Sometimes, XR bugs are moved to HDRP so that they can be fixed a little bit faster but it’s no silver bullet and we don’t have unlimited fixing power in HDRP either :slight_smile:

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This is one aspect of the bug reporting that I think can be improved. Sometimes the original description and specific conditions or nuances in the notes are ignored. It is redescribed in the official bug page, missing out sometimes on critical details that might make it easier for the developer to actually repro and fix the issue.

I think the original report as described by the reporter, should at least be attached to the bug report that is written by the QA person.

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Exactly this. What I do for now is repeat everything from the original bug report in the comment section of the issue, but this seems to be unnecessary extra work, and it’s often not understandable why QA left out the most important part of the info; I e.g. had cases which only happen with DX12, but the final bug report does not mention DX12 anywhere.

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Hi,

Your report are valuable and we greatly appreciate the time you spent on it. As Remy mention there is always lot of thing happening at Unity and staying on track and even staffed can take a lot of time.

For 1) There is no DRS management in custom pass, this is something that need to be handle on users side. So most of the time it is a problem of understand what scale uniform need to be used. We are trying to update our documentation to provide more sample with DRS.

For item 2) and 4) This is fixed in latest 23.3 we are working on the backport.
3) we must confess that the issue was created but was missing an area and have get in limbo… We have fixed the JIRA it so we will look at it. But likely we fixed it at the same time then 2) and 4)

For others I am gathering info.

Thanks

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@SebLagarde We have been unable to upgrade since February this year (perhaps earlier) because of this bug. Hope it can be addressed so that we can take advantage of all the new features and functionalities. Would be nice if low hanging show stopping bugs could be prioritized before moving on with new stuff…

<3 you got this all

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4 months later; situation still the same or even worse.

HQ Lines still not working in XR; the provided fix does not work, as it produces heavy artifacts on one eye; reported as IN-65525. Furthermore performance is getting worse compared to using it in multi-pass, which is probably another bug.

DLSS still not working properly in XR, even spamming exceptions in the console, performance goes nuts if DLSS is toggled during runtime. Also new bug added: Render Textures are black on Camera while using DLSS with XR (IN-55879).

DX12 is still an unbelievable mess in XR; performance (GPU and CPU usage) is really bad even on near empty scene, and GPU memory usage seems to be twice of DX11.

Water still broken in XR.

TAA Post sharpen still broken in XR.
.
Mixed cached shadows on directional lights seems like a big mess, cannot make it work, even with the now updated documentation and updating the shadows every frame. This is with/without XR.

All tested on 2023.2.5.

GPU memory usage is double in our project too, which is not XR. It seems to be double in general.

See my last post on the DX12 thread:
https://discussions.unity.com/t/779647 page-4#post-9557854

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that’s only part of the problem in XR; just measured again in build; scene is empty besides a sky and menu.
DX11: GPU time 3ms
DX12: GPU time 16ms

So it’s more than 5 times slower with DX12 using XR. Something is fundamentally broken.

That does seem extremely slow compared to DX11.

Over the months, we’ve had many issues with DX12 slow-down. At least 1 main issue, was massive slowdown due to unexpectedly running out of dedicated GPU RAM.

But this obviously isn’t what’s happening in your case with an empty scene.

I do think it’s best to just stick to DX11 if possible, for as long as possible. I just hope that at some point, DX11 support doesn’t get left behind so much, that we have to go DX12 and then have a huge performance/memory problem to deal with :frowning:

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I don’t think DX12 is really production ready in the state it is in. It might have worked okay on some Unity internal test cases, but real world projects seem to run worse. I even saw inconsistent performance behavior on Unity internal projects, like the Enemies demo, which runs on DX12 by default due to the usage of RTX.

Now that after having the ticket in review for 4 months (!!!) I finally got confirmation from QA for IN-55879 (RenderTexture on Camera not working using DLSS and XR), the situation is actually officially even worse than at the time of my original post in September 2023.
Not sure what else to do to get some priority on fixing long standing bugs…

Waaaait. Empty scene . This could again relate to how features are handled in inf space, between DX11 and DX12 this could be exacerbated but the technical advancements but the emptiness actually gives biased results.

not sure if I understand what you mean, but 16ms is definitely waaaay too much, and I don’t think there is another explanation than this is buggy / not working with XR correctly.
And in non empty XR scene it completely breaks down to be not usable, but it’s hard to determine it’s due to the excessive GPU RAM usage.

Comparing like for like and seeing +9ms spent somewhere as compared to DX11, is a completely valid observation. It’s not like the 9ms of extra time spent will somehow diminish in a real game test.

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That’s how DX12 should be

Is that what Unity claims "DX12 is production ready’?

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