Android + URP + PowerVR GE8320 + Unity 2022.3.43f1 - issue on camera stack behave wrong

After update from 2022.3.40f1 to 2022.3.43f1 got issue with android devices that got GPU PowerVR GE8320 renders nothing? (black result from camera).

As in game we got multiple quality choices we figure out it is connected somehow to one of settings in URP. Difference that causing to behave not correctly is URP settings for Main Light → Cast Shadow. If is marked to create shadows then camera stack behave wrongly. In our project looks like for this GPU each camera in stack will clear fully result of previous Camera. That of course only occurs if there are multiple cameras in stack - in our case there is split for few: base, 3d, UI. Tested with Frame Debugger connected to device with affected GPU and is visible different behaviour in compassion to non GE8320 or Editor.

Device tested : Samsung Galaxy A03s 3GB RAM with PowerVR GE8320 and some other reported by users. Issue not found on any other GPUs

Also we noticed that in change log there was fix specific to this GPU in 2022.3.43f1 - Unity Issue Tracker - Errors "glClientWaitSync: Expected application to have kicked everything until job: 96089 (possibly by calling glFlush)" are thrown in the Android Player on some devices with PowerVR Rogue GE8320 GPU so can only guess it is somehow connected to this fix, but this is only guess.

Hi @bczajk, I just got the same issue on my game after upgrading to 2022.3.47f1.
For the moment I managed to fix the problem by applying a custom quality setting without shadows on these devices when detecting SystemInfo.graphicsDeviceName.Contains( "GE8320" ).
Did you create an issue for this ?

Hi! Thanks for posting this. We also ran into this last week when users started complaining about black screen with only the UI showing, and have been debugging for days.

Just to add more info, can confirm that this still happens in latest LTS 2022.3.51f.

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Recently updated our project to 2021.3.45f1 and running into this. PowerVR GE83xx seem to conflict with multiple cameras in a scene. Any fixes?

edit: This only happens with URP. I have tried building with variation in every URP setting and the consistent result is cameras higher on the stack seem to reset the entire color buffer to black. At least, that’s my understanding since enabling overdraw will display elements rendered by the first cam

edit2: Moved project. to 2022.3.40f1 and the issue is gone. No more black screen on PowerVR GPU phones when using multiple cameras

Update: Latest LTS (2022.3.52f1) fixed it for me!

2021.3.44f1 has this problem. I Try two methods can solve this.
First Method : Back UPR Version 12.1.15 → 12.1.12.
Second Method: Back Unity Version 2021.3.44f1 → 2021.3.42f1 ,and URP version is 12.1.15 in 2021.3.42f1 .

Can anyone tell me which method is better? I thought it was a URP problem at first, but after testing, I found that it was not absolutely