However, not sure if its our switch to 2018, or this alpha version of amplify texture, but for some reason our FPS in our game got a massive hit with amplify enabled, as soon as we turn it off we gain loads of performance. such a hit i have not seen in our old version (unity 5.6)
It seems in my test system 2.6 ms of CPU is used on forward rendering, which is not existing when amplify is turned off. (we use deferred rendering normally in our game) it also adds 800 drawcalls from a given viewpoint.
Is there something I'm missing or is this expected?
I would love to upload a test project for you, though it is 160 GB.
However, not sure if its our switch to 2018, or this alpha version of amplify texture, but for some reason our FPS in our game got a massive hit with amplify enabled, as soon as we turn it off we gain loads of performance. such a hit i have not seen in our old version (unity 5.6)
It seems in my test system 2.6 ms of CPU is used on forward rendering, which is not existing when amplify is turned off. (we use deferred rendering normally in our game) it also adds 800 drawcalls from a given viewpoint.
Is there something I'm missing or is this expected?
I would love to upload a test project for you, though it is 160 GB.
Hello,
Can you provide specific 5.6 and 2018 comparative profiler information?
Hey amplify, I think we made a mistake on our side, after checking things specifically for amplify, between 5.6 and 2018 there are no significant differences on amplify performance.
However I'm not surprised that it does, but it does create quite some CPU overhead overall.
We fixed the problem a bit by putting all things that are amplified texture inside a specific layer, and making amplify only care about that layer... which saved a lot of performance.
anyway were going offtopic here, the flickering is fixed. thanks!
Vincenzo wrote:Hey amplify, I think we made a mistake on our side, after checking things specifically for amplify, between 5.6 and 2018 there are no significant differences on amplify performance.
However I'm not surprised that it does, but it does create quite some CPU overhead overall.
We fixed the problem a bit by putting all things that are amplified texture inside a specific layer, and making amplify only care about that layer... which saved a lot of performance.
anyway were going offtopic here, the flickering is fixed. thanks!
Thank you for clearing it up, you should always take advantage of the culling options available in order to exclude non-virtualized or semi-transparent assets.