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Performance issue with CullResult.CreateSharedRendererScene / ExtractRenderNodeQueue

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Unity 2019.4.20f1, Android Samsung Galaxy S6, Built-in RenderPipeline, Forward Rendering.

A significant amount of time is being spent in
CullResult.CreateSharedRendererScene
and
ExtractRenderNodeQueue
.

The very weird part of the problem is that it's even that expensive at locations where the camera looks at pretty much nothing. For example when I place the camera at the end of the world and look towards the world border and skydome only. While in other...

Performance issue with CullResult.CreateSharedRendererScene / ExtractRenderNodeQueue

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