Unity 2019.4.20f1, Android Samsung Galaxy S6, Built-in RenderPipeline, Forward Rendering.
A significant amount of time is being spent in
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
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