I am going a bit crazy trying to figure out how to disable this “UpdateReflectionProbeAtlas” function in my URP project. I have tried disabling all the reflection probe settings I can find: material, scriptable, and project settings, but nothing seems to stop this call from being active.
Testing in an empty scene it’s costing ~5-6ms per frame on my GPU
Nvm. I tried that to no avail. What did seem to fix it atleast for me was to not use forward or forward+ and instead opt to use deferred. This is silly and should be looked into. Will fill out a bug report as thats what it seems it could be
Did you guys file a bug report about it? It’s quite disturbing to see, that 70% of the GPU time is spent on that one thing… Going away from Forward/Forward+ is not an option for me
This solution doesn’t actually remove performance overhead, it only removes some minor calculations and visibility of “Update Reflection Probe Atlas” in Debugger.
Try changing rendering path from Forward+ to Forward in UniversalRendererData.
Fixed performance issue for me since I didn’t need features of Forward+