"Update Reflection Probe Atlas" causing large overhead in empty scene

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

I am having the exact same problem.

It could be in the Adaptive Probe volume. Window > Lighting > Adaptive probe volume, Try turning sky occlusion off

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

Far from ideal but I was able to solve the problem by directly commenting out the code in the “ReflectionProbeManager” script

Has anyone figured this one out without modifying the source code?

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

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Any luck here? same problem

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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+ :slight_smile: