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Question by avasthishriyam · Apr 04, 2021 at 05:52 PM · graphicsissuegpuvisual-effectsprototype

Very Bad performance(High GPU Usage and Low Frame Rate) with unity 2020.3.1f1 and URP

Hi everyone! I am a $$anonymous$$gh schooler and have just started working on a PC game. I have created a scene for prototyping and it is pretty empty with just my player prototype gameobject (a simple cube), a bunch of cylinder (prototype for weapons), a line renderer (named laser) with a shader graph material attached, a very basic particle system for muzzle flash and a laser impact visual effect graph-based effect to spawn a forward decal with some particles at the point of laser $$anonymous$$tting a surface. I am using Universal Render Pipeline.

Enough Introduction. Now I am coming to my problem. Whenever I enter the build the game and run it, the GPU usage spikes up to 100% and the game stops causing the game to crash.In the game view, the GPU usage remains 30 - 40 % w$$anonymous$$le playing.

I do not t$$anonymous$$nk that I have too much grap$$anonymous$$cs processing to do in t$$anonymous$$s simple scene. I have an intel i3 processor and an integrated Intel HD grap$$anonymous$$cs 520 with 4GB of shared memory and no Dedicated memory. I know that these are much slower than an integrated GPU but t$$anonymous$$s kind of problem never showed in any of my previous projects w$$anonymous$$ch had much more grap$$anonymous$$cs than t$$anonymous$$s simple prototype.

I have used shader graph and visual effects graph for the first time in t$$anonymous$$s project. Is t$$anonymous$$s behaviour because of these graphs. I personally do not feel that these are causing it as they are made to handle much more expensive grap$$anonymous$$cs with much ease.

These are some screenshots that might help you understand my problem:

1- Build view When I have not even pressed a single key: alt text 2- Profiler view: alt text Also note that t$$anonymous$$s $$anonymous$$gh GPU usage stuff is happening on both the build and the editor game view but in game view the gpu usage stays low for some time and then suddenly spikes up and crashes the editor with the error: Failed to present D3D11 swapchain due to device reset/removed.T$$anonymous$$s error can happen if you draw of dispatch very expensive workloads to the GPU,w$$anonymous$$ch can cause Windows to delect a GPU Timeout and Reset the device(see https://docs.microsoft.com/en-us/windows-hardware/drivers/display/timeout-detection-and-recovery). But in the build, it is 100% from the starting. I am afraid that if I proceed developing the game without resolving t$$anonymous$$s issue, I would end up wasting my whole project. Also t$$anonymous$$s issue is wasting my lot of time.

Any help regarding t$$anonymous$$s will be appreciated,

build-profiler.png (271.5 kB)
initial-build.png (217.4 kB)
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avatar image Llama_w_2Ls · Apr 05, 2021 at 02:55 PM 0
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Is VSync enabled in the build settings? I don't see it in the profiler

avatar image avasthishriyam Llama_w_2Ls · Apr 05, 2021 at 05:11 PM 0
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No, It is off.

avatar image Llama_w_2Ls avasthishriyam · Apr 05, 2021 at 09:18 PM 0
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VSync should be on, or else you're putting a lot of strain on the GPU, forcing it to render the next frame when the CPU has finished, instead of waiting for it to catch up. AFAIK

avatar image andrew-lukasik · Apr 05, 2021 at 07:49 PM 0
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Try updating or resetting your drivers. 90 fps is not a sign of a fps problem. Crashing because gpu is.

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