Search Issue Tracker
Fixed in 10.3.1
Votes
2
Found in [Package]
10.2.1
Issue ID
1295828
Regression
Yes
[HDRP] RenderTexture memory usage increases when using RTT Camera and Shadow Maps are disabled
Reproduction steps:
1. Open attached "HDRP-Unused-RenderTexture-Allocation.zip" project and Scenes/rtt-shadows scene
2. Enter the Play mode
3. In the Hierarchy window, select RTT Camera
4. In the Inspector, enable Lighting/Shadow Maps
5. Open Profiler and select Memory
6. Select Take Sample Playmode and observe the memory usage of Not Saved/Render texture
7. In the Hierarchy window, select RTT Camera and disable Shadow Maps
8. Select Take Sample Playmode and observe the memory usage of Not Saved/Render texture
Expected result: RenderTexture memory decreases or stays the same
Actual result: RenderTexture memory usage increases
Reproducible with: 10.2.1 - 11.0.0(2020.2.0f1, 2021.1.0a10)
Not reproducible with: 7.5.3 - 10.1.0(2019.4.16f1, 2020.1.17f1, 2020.2.0f1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (fix version 10.3.1):
Fixed in HDRP 10.3.1