Hello Everyone,
im using URP 7.1.5 by enabling the SRP batcher the game Draw Calls are increased by ~1000+
SRP batcher is supposed to increase performance instead.
this is what the Frame debug says about that:
Hello Everyone,
im using URP 7.1.5 by enabling the SRP batcher the game Draw Calls are increased by ~1000+
SRP batcher is supposed to increase performance instead.
this is what the Frame debug says about that:
With SRP batcher enabled batches count in stats window totally irrelevant.
For our game on Galaxy S8 enabling SRP Batcher lead to almost 2x more draw calls and actually 2x lower FPS on device
We CPU bound for now.
So you really need to test on target device.
does it mean it’s correctly batched but the Stats window is showing wrong values ?
then why when i put them inside a Subscene the batches count goes down to 80 ?
Probably because Stats window only displays batches computed on CPU and AFAIK SRP batching happens in Shaders. Additionally since moving to subscenes destroys the GO representations , they are no more drawn as GO and draw calls are not read by stats window.
does this mean, even if the stats window shows 1000+ draw calls the real draw calls are much lower ?
You can see number of “draw calls” in frame debugger.
Actually, real number of draw calls you can see in graphics debugging tools like RenderDoc, and it can bee 1000+ or even more. But whole idea of SRP Batcher is reduce draw call cost itself, i.e. you can draw 1000 srp draw calls in a cost of 100 old draw calls.
As detailed here Unity - Manual: Scriptable Render Pipeline (SRP) Batcher , it seems there is custom script to profile the SRP Batcher’s performance boost