FXAA in Standard Asset has extra overhead "RenderTexture.ResolveAA" when MSAA enabled too.

below is 4x MSAA with default “FXAA3 Console” working together:


you see that the one below is 4x(or 2x, i forget), the one on top in ImageEffects seems to be triggered by FXAA, this introduces a overhead that is critical for my HTC Vive VR project. Is this what it is supposed to be? Image based post effect need to resolve from multi-sampling at first to do the job? I thought the image is already resolved, why resolve it twice here? I tested with first bloom then FXAA, the extra resolve overhead moved from FXAA to bloom, so the first post effect applied is inevitably triggering the resolution I guess?

Anyone shares some info or knowledge about this? Thanks.

please help? is this normal?

I would like to know as well, I get the same thing with the Bloom effect. It makes using image effects much more costly when MSAA is enabled. (I am also developing for VR)