In Unity 6000.0.22 a simple scene (with only the sun light) rendering 90 000 capsule ECS entities render 2x more triangles in forward+ than in deferred. An thus have 2x more time spent in render thread.
Is there an explanation?
In Unity 6000.0.22 a simple scene (with only the sun light) rendering 90 000 capsule ECS entities render 2x more triangles in forward+ than in deferred. An thus have 2x more time spent in render thread.
Is there an explanation?
AFAIK with entities 1.2, Entities graphics doesn’t support deferred. Maybe that has something to do with the discrepancy
Yes even if the render seems okay, it gives a warning in console, “ecs graphics should be used with forward+”.
I have the exact same problem with BatchRendererGroup (with one big Indirect draw command).
Drawing 1 000 000 urp/lit Cubes (FullHD) not producing shadows give :
Here no warning about BatchRendererGroup not compatible with deferred.
What’s the problem, and BTW how can I get a lower GPU frame time?
Just to clear up some confusion, Entities Graphics technique-wise is compatible with deferred. However, it is not fully compatible with forward (no +) which is deferred’s fallback for transparent objects. So if you are only rendering opaque objects, you won’t notice any issues. And for transparent objects, you will only encounter issues when you have multiple lights.
As for performance, make sure to turn on depth prepass if you haven’t already.
Thanks for the clarification.
Depth prepass (priming mode forced + depth texture force prepass) change nothing from auto + after opaque.
It seems even in auto a depth prepass is used :
Disabling priming only remove the copy depth pass.
The force prepass depth texture mode seems to change nothing.
For comparaison, the deferred one :