Transparent materials stall frame for 225ms when using D3D12

I’ve been experiencing spikes in my game even when things were already loaded until I noticed that it happens right before an object with a transparent material was about to enter in camera. This spike happens with a Sphere and the simplest Transparent Material. This is the profiler at the spike, and the material applied to a Sphere.

The issue disappears if I disable “Refraction” from the Frame Settings, even though the material refraction model is marked as “None”. I’m using refraction for other materials in other parts of the project, so deactivating it is not an option, but maybe it gives you a clue.

Any idea what might be happening?

I tried adding those materials to the scene of the main menu to “pre-warm” them but made no difference.
Any other ideas of what might I try?

If someone else encounters this issue, after a lot of testing, I found out that this issue only happens when using D3D12.
The spike disappears when using D3D11.

Is just HDRP not compatible with D3D12?

It should be compatible without any issue and there shouldn’t be any big differences between both API.

Thanks for noticing, best way to approach this would be to report an issue using the bug reporter if you can, that would trememdously help us :slight_smile:

I did Isolate it in a small scene last night and sent the bug report. I hope it helps and that it can be fixed :slight_smile:

Thanks a lot !