Hi,
In my scenarios, there are a large number of objects. In such cases, investigations have revealed a bottleneck in RHI: it fails to submit relevant APICmds to the GPU in a timely manner, causing the GPU to remain idle before SceneColorRendering.
I can understand that this is likely because the Basepass content is substantial, resulting in longer RT/RHI processing times.
Furthermore, I noticed that on the PC side, FParallelMeshDrawCommandPass::Dispatch is used to split Commands into multiple tasks for multithreaded processing, while on the mobile side, FParallelMeshDrawCommandPass::Draw is used for single-threaded processing in the RT thread.
My question is: Is it feasible to switch the mobile RenderDeferredSinglePass to the Dispatch mode?
Especially, does Vulkan’s SubCommandList support Subpass, meaning placing several Subpasses in different SubCommandLists?
Thanks
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