Search Issue Tracker
Fixed in 2018.1.X
Votes
0
Found in
2018.1.0a7
Issue ID
975304
Regression
No
[PLM] Progressive Lightmapper goes OOM with View Prioritization enabled
Steps for reproductıon:
1) Open attached project
2) Ensure that baking backend is set to Progressive Lightmapper
3) Ensure that `View Prioritization` is enabled
4) Start baking
5) Observe that baking goes out of memory
Expected result: Progressive Lightmapper memory usage should not be this high, memory should be released even with `View Prioritization` enabled
Notes:
- Reproducible in all the versions
- Manual baking doesn't go out of memory
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
Add comment