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Opaque order causes overdraw

Discussion in 'General Graphics' started by panzerkoblyk, Jun 14, 2017.

  1. panzerkoblyk

    panzerkoblyk

    Joined:
    May 1, 2017
    Posts:
    13
    Hi,

    Recently I updated to Unity 5.6.1p2 from 5.4.2f2. After this I noticed huge perfomance drop(30fps on ipad air 2 instead 60fps in old version of unity). I think one of the reasons is changed opaque rendering order.

    Here example from our game. I used frame debugger and RenderDoc:

    5.4.2f2:
    ezgif-1-5887436eb6.gif
    RenderDoc log: https://drive.google.com/open?id=0BwUwpozHgweVcDN2WWotdkxOUzg

    5.6.1p2:
    ezgif-1-bf9410f2fd.gif
    RenderDoc log: https://drive.google.com/open?id=0BwUwpozHgweVWVh2MFRtdXdOak0

    It is very strange that ground is drawn first. I noticed that all objects that marked static drawn first in new version of unity. I've tested this scene on ios devices too.


    Here is small project with cubes to reproduce this: https://drive.google.com/open?id=0BwUwpozHgweVbnNWWW1KUjUyNE0

    Why white cube is drawing first? Maybe I don't understand something?
     
    Last edited: Jun 14, 2017
    mh114 and richardkettlewell like this.
  2. bradweiers

    bradweiers

    Joined:
    Nov 3, 2015
    Posts:
    59
    Any chance you could submit a bug for this one too?
     
  3. panzerkoblyk

    panzerkoblyk

    Joined:
    May 1, 2017
    Posts:
    13
  4. HarryCodder

    HarryCodder

    Joined:
    Feb 20, 2015
    Posts:
    84
    I've made a bug report (949348) on friday about rendering order that might be linked to this issue.
    In our case, there is no static geometry, the bug report just has 4 simple cubes and they almost always do not render correctly front-to-back.