TickRealtimeProbes() causes GC allocs every frame even with no reflections in game

I hope this is the right place to post this, since there is no performance forum, and according to the docs this is coming from an experimental graphics feature so…

Well, this pic says it all. In 2018.3.0f2 I am getting 17B of GC allocations every frame in a build (and editor) where there are no reflection probes, no GI is turned on, even “real time reflection probes” in quality settings is turned off. I can’t seem to eliminate these calls. Tested in a new empty project.

I’m surprised that it seems no one has noticed it yet, since I can’t find anything about it online.

Edit: I’ve submitted a bug report, the case number is 1111507

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I would submit a bug-report and include a project to reproduce the issue, as described in this document:

Submitting a bug-report allows Unity Technologies to take a look at this issue.

After you submitted the bug-report, you receive a confirmation email with a bug-report Case number. You can post this Case number here (in this forum thread) for Unity staff to pick up, in case they see your post.

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Thanks! I did just that, my case number is 1111507

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Thanks for this thread and the bug report - it is a relief to see I am not the only one.

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@Nothke Did you get any response on your report?
Thanks in advance for any news you can share

-Pieter

@PieterAlbers Unfortunately no, it’s still marked as open :frowning:

That’s too bad - thanks for the heads up though!

@PieterAlbers update! I got a reply that my report is a duplicate of this one: https://issuetracker.unity3d.com/issues/scriptableruntimereflection-allocates-17-bytes-of-gc-per-frame

So good news it’s being looked at

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Ah - that is good news for now!

Thanks for the heads up! Much appreciated!

I’m experiencing this as well. Good to know it’s being looked at.

Same here. So, it’s a new bug I see

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This should be top priority. We are working hard to make sure we have no garbage per frame.

How is this NOT a regression?

@richardkettlewell if you wanna prove that regression bugs in the built-in renderer are never acceptable this is one bug that should really be looked at.

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Same issue, using 2018.3.0f2. Even though the 17B GC is not a huge problem, I am hoping that it gets fixed soon.

2018.2.4f1 was just released, still no fix.

I mean, we spent so much time trying to avoid any garbage generation, and Unity just goes and generates some every frame for us, for a feature we are not using.

Surely 3 months are enough to fix this issue.

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I have the same problem with GC.
And with .NET 4.x it’s becoming even worse as StringBuilder is now generating more GC…

I was really hoping this would be fixed in the .4 update - I can’t have Unity running around creating garbage like this. I am already creating enough by myself :wink:

Any news? Same problem here.

This is marked as “Fixed in Unity 2019.2”, but on my tests I still get the 17B every frame.
There is no link to the mentioned version, and when I search for it, the only available version seems to be 2019.0.a4.
Maybe I’ve missed some settings? But with everything disabled that even only looks close to the related reflection stuff and in an empty default scene the 17B are there, every frame.

It could mean in an upcoming release.

Could require an HDRP update too.