i don’t know where to post this, but after my project update from 2021lts urp12 to 2022lts urp14, the render time change from 2ms to 50ms
i have tried in two computer with 2080 and 3060ti ,both of them has the same problem.
and 2022lts crash about ten times in one day.
i have already change the version back.
There may be potentially no reason for you to upgrade to 2022, unless you working on mobile aps, or need specific feature.
Did you try Unity 2022 and URP 12. Or 2021 and URP 14?
What is the crash log. Or any error messages in editor?
the reason for urp14 is forward+
crash is not important,but the fps loss is unacceptable.
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What‘s the profiler saying? You could even do a old vs new direct comparison.
I‘ve had the pleasure of using 2022.3 Forward+ for WebGL and was amazed it maxed out at 120 fps even with full postprocessing and 8xAA etc. and 8+ lights … I expected maybe 20-30 fps at most and was prepared to see single digit fps or just crashes.
Nothing gets printed to the logs?
The only times I encountered a massive drop of Fps like that was when multiple warnings were printed every frame (logging is fairly slow due to gathering the stacktrace).
If the regular profiler doesn’t find anything (as it focuses on CPU usage) gotta use the frame profiler.
in the profiler
this function Gfx.WaitForPresentOnGfxThread() use about 50ms in a tick.
in 2021LTS every thing is ok.
i have about four camera in my scene ,and the other three is for render some rendertexture for shader.
i m sure about that its not about console log or something else.
V-Sync?
The “WaitFor” functions are just markers. They don’t actually do anything and exist solely to assist you in finding the real culprit.
https://docs.unity3d.com/Manual/profiler-markers.html#rendering
https://discussions.unity.com/t/755228/31