GPU Profiler shows BasePass.Dynamic taking lots of time with no dynamic objects in the scene

I’m trying to optimize my scene and I have a lot of instanced meshes which are static and lightmapped as well as a landscape.

However when I look at the gpu profiler it’s showing a lot of time (10 - 12 ms) in BasePass.Dynamic which I assume means dynamically lit objects. Is this a bug or am I misunderstanding something?

I am also working in VR and have Instanced Stereo Rendering turned on if that matters.

  • Base Pass: When using deferred, simple materials can be bandwidth bound. Actual vertex and pixel shader is defined in the material graph. There is an additional cost for indirect lighting on dynamic objects.
  • Check this blog out

You’re saying I am incurring performance cost due to indirect lighting on dynamic objects but as I’ve stated I have no dynamic rendering objects in my scene. So where is the cost coming from? Is there something that causes my static, lightmapped, meshes to be dynamic?

BasePass 0 = Opaque Meshes.

BasePass 1 = Alpha Masked Opaque Meshes for Z-depth.

BasePass Dynamic = Animated Vertices such as Skeletal, GeoCache (Alembic), etc.

Lighting do affect these passes differently, but they aren’t directly related to the lighting. It’s more about how to draw the base color of the mesh into the screen buffer.

This information is what I’ve gotten from other experienced render engineers, and research. Best answer I have so far.

Peter

peterlnewton.com

Bump. I’m in the same boat and can’t find information on what basePass.dynamic actually entails. Everything in our scene is set to static and no dynamic lighting, but yet we have 20-30ms of render time on just the basePass.dynamic.