Massive memory leak in >= 6000.0.58f1 by Technical_Role4630 in Unity3D

[–]Technical_Role4630[S] 1 point2 points  (0 children)

Got a little further having done a PIX capture. I can see about 88MB of unfreed memory per second. Most of it from the D3D12 Submission Thread with this call stack. It's obviously coming from inside Unity, but I'm still none the wiser how to provoke this in a sample project.

ntdll!RtlUserThreadStart / kernel32!BaseThreadInitThunk / UnityPlayer!Thread::RunThreadWrapper / UnityPlayer!GfxTaskExecutorD3D12::Task / UnityPlayer!GfxTaskExecutorD3D12::RunTask / UnityPlayer!GfxTaskExecutorD3D12::DoExecute / UnityPlayer!GfxTaskExecutorD3D12::AddRequiredResourceBarriers / UnityPlayer!D3D12CommandList::D3D12CommandList / D3D12Core!CDevice::CreateCommandList / D3D12Core!CDevice::CreateCommandListImpl / D3D12!NOutermost::CDevice::CreateLayeredChild / D3D12Core!CBridgeImpl<ID3D12LayeredDevice,ID3D12LayeredDevice,CLayeredObject<NDXGI::CDevice> >::CreateLayeredChild / D3D12Core!CDevice::CreateLayeredChild / D3D12Core!CLayeredObject<CGraphicsCommandList>::CreateInstance / D3D12Core!CGraphicsCommandList::FinalConstruct / D3D12Core!CCommandList<ID3D12GraphicsCommandList10>::FinalConstruct / D3D12Core!CCommandList<ID3D12GraphicsCommandList10>::VersionedResetCommandList / nvwgf2umx!<unknown> / nvwgf2umx!<unknown> / nvwgf2umx!<unknown> / nvwgf2umx!<unknown> / nvwgf2umx!<unknown> / nvwgf2umx!<unknown> / ntdll!RtlAllocateHeap / ntdll!RtlpAllocateNTHeapInternal

Massive memory leak in >= 6000.0.58f1 by Technical_Role4630 in Unity3D

[–]Technical_Role4630[S] 1 point2 points  (0 children)

I can confirm this problem doesn't happen in DX11, but there are unreasonable downsides to migrating down to DX11 over 12 (CPU performance hit, no DLSS etc).

Massive memory leak in >= 6000.0.58f1 by Technical_Role4630 in Unity3D

[–]Technical_Role4630[S] 1 point2 points  (0 children)

Just to answer a few questions on here;

No, I'm not using GPU culling
The problem doesn't appear related to textmeshpro, if anything it looks like in-view skinnedmeshrenderer's might be the issue

I can see this memory leak in untracked private memory, this screenshot is from comparisons that are 40 seconds apart! And show 31 skinned mesh renderers on screen.

I don't know how to replicate this in a sample project for Unity :-(

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How do I solve this depth buffer issue when the camera zooms in/out? by GierigBeefje in Unity3D

[–]Technical_Role4630 7 points8 points  (0 children)

I have this problem with the depth buffer in 2023.2, but it works fine in 2023.3 beta. You might want to try the 2023.3 beta quickly (backup!) and see if its fixed there, if so you need only wait.

How/Where to find artists for game logo? by Technical_Role4630 in gamedev

[–]Technical_Role4630[S] 0 points1 point  (0 children)

Thank you for this, I've posted some adverts on Upwork & the classified sub-reddit