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Audio/VFX graph companion GameObjects are currently not pooled (unless component objects have this automatically somehow), maybe this would help? more light probes impact the cpu performance. But now lightprobes are needed to have any form of shadow. With a 256mx256m terrain and a 20m high player the realtime shadows don't fit the entire view distance, so I baked the lighting. Was hoping this would remove the "0.5 ms of CullScriptable", but since it did not I assume this is the frustum culling. I have an out door scene, so the CPU overhead would not be worth it. I disabled the camera occlusion culling. So this part will auto remove when the performance is good enough to run 120fps. I understand VR cannot run constantly changing framerates since the user would become seasick. From the WaitForGfxCommandsFromMainThread I am assuming I am CPU bound I wrote a few comments in magenta to indicate my current thinking at this moment in time. There are ~300 units in the level at this time (so not massive, but could be enough for a game). The following image was made with a IL2CPP development build, with the profiler opened in the unity editor (cant get profiler to work without editor being open, but I hope this is good enough for now).
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I am using URP, forward renderer, hybridRenderer V2, entities 0.51, unity 2021.3.5f, Havok Physics.
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My own machine is the target platform: 3700x ryzen CPU, 5700XT GPU, Windows 10, SteamVR 120fps Valve Index.
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Massive unit count is more fun and the amount of units will also be the simple knob to turn down should performance be insufficient at some point. I am using DOTS to make a PC VR 'RTS/Tower defense' game.
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