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By design. No anomalies found on the Unity DX12 backend side. Actual GPU memory usage and buffers count in other debuggung and analysis tools match the expected values. Renderdoc stats issue is probably related to handling of DX12 manual memory management compared to DX11 driver.
By design. No anomalies found on the Unity DX12 backend side. Actual GPU memory usage and buffers count in other debugging and analysis tools match the expected values. Renderdoc stats issue is probably related to handling of DX12 manual memory management compared to DX11 driver.
By design. No anomalies found on the Unity DX12 backend side. Actual GPU memory usage and buffers count in other debugging and analysis tools match the expected values. Renderdoc stats issue is probably related to handling of DX12 manual memory management compared to DX11 driver.
By design. No anomalies found on the Unity DX12 backend side. Actual GPU memory usage and buffers count in other debugging and analysis tools match the expected values. Renderdoc stats issue is probably related to handling of DX12 manual memory management compared to DX11 driver.
By design. No anomalies found on the Unity DX12 backend side. Actual GPU memory usage and buffers count in other debugging and analysis tools match the expected values. Renderdoc stats issue is probably related to handling of DX12 manual memory management compared to DX11 driver.
How to reproduce:
1. Open the attached project "SlowDX12_SRP.zip"
2. Build the project
3. Run the Build through RenderDoc
4. Capture Frame in RenderDoc
5. Open the captured frame
6. Open the Statistics Viewer
Expected results: DX12 doesn't use twice as many buffers as D3D11
Actual results: DX12 uses approx twice as many buffers as D3D11
Reproducible with: 2020.3.47f1, 2021.3.22f1, 2022.2.15f1, 2023.1.0b12, 2023.2.0a9
Reproducible on: Windows 10
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