I’m having an issue understanding how batches work with single pass stereo. In both single and multi-pass stereo my batches count is the same in a simple scene with only 2 cubes. I was expecting to see batches reduced by half on opaque geometry, since they can be drawn to both eyes on the same call with 2 eye transforms.
Looking at the frame debugger with single pass on, I see the amount of events I’d expect, where each cube only adds a single draw event. But my batches in the stats window are higher, as if each cube required 2 batches. With multipass however, there are two entire camera draw events, leaving me with the same number of events as batches - which is what I was expecting the frame debugger to show initially.
Is single pass supposed to reduce batches at all? I’m using Unity 5.5.1f1 and the SteamVR plugin.
This is from the frame debugger in 5.6.1f1. As you can see, the number of batches reported in the stats window increases by two for each “Draw Mesh Cube” call. It seems odd to me that the frame debugger reports less render events (which I assume are the same as batches) than the stats windows reports.
The frame debugger gives me a reason it can’t be batched (No GPU instancing in the material), but that isn’t the issue I’m talking about. Why does each Draw Mesh Cube = 2 batches when Single Pass Stereo is enabled?
The same trend continues as above. Each cube requires 2 batches when Single Pass Stereo is enabled, and yet the frame debugger only reports a single draw event for each.
When Single Pass Stereo is disabled, I see 2 draw events for each cube, and the number of batches in the stats window equals the number of render events in the frame debugger. Which is what I would expect.
There is a single camera in the scene, no lighting, clear flags set to “solid color”, and the Target Eye is “Both”
I’m going back to the original question then:
Is the editor capable of single stereo pass rendering?
Editor is all simulation, not always the end result.
If you create a run time build with the profiler attached, does the renderer profiler still say 9 batches with 2 cubes on screen?
**multithreaded rendering will be unavailable during profiling (something I read somewhere can’t remember where but kept it in mind)
Not sure if it will render single stereo while the profiler is attached, thats something a unity representative could tell.