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Oct 30, 2021 at 3:02 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jul 2, 2021 at 3:01 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jun 2, 2021 at 2:34 answer added yuans timeline score: 1
May 27, 2021 at 21:34 comment added otoomey @yuans I can't remember the exact solution, but in my case it was most likely due to heavy use of non-linear memory access. Try to run your compute shader on the iGPU and see if it works, I found that intel's integrated GPUs specifically tend to be much more forgiving to non linear memory ops than the dedicated cards. That at least might point you in the right direction.
May 27, 2021 at 3:22 comment added yuans Has this question been solved? I had the same problem with compute shader in Unity editor mode. I tried to insert breakpoint and debug in Visual Studio, but it didn't stop at ComputeShader.Dispatch() or any other operation on compute buffer. And Unity does freeze after the function which executes the compute shader, there I can not see what is happening...
Feb 25, 2020 at 21:38 comment added otoomey @DMGregory I've updated my answer.
Feb 25, 2020 at 21:32 history edited otoomey CC BY-SA 4.0
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Feb 25, 2020 at 1:11 comment added DMGregory Can you show us the compute shader you're using here? It might be useful to see if you can chop its work into smaller steps, like doing fewer iterations in a frame, and compounding passes over subsequent frames, so you can keep passing control back to the editor periodically and keep it from going unresponsive.
Feb 24, 2020 at 22:40 history asked otoomey CC BY-SA 4.0