Hello,
I saw that the 2018.2 changelog includes a “Graphics: Asynchronous GPU readback API” line, but no specification of supported platforms.
I know that previously only DX11/DX12 was supported; which platforms are supported in 2018.2, since the changelog doesn’t specify the platforms? Or are all supported now, including Android and iOS?
Hi,
All platforms except Metal and OpenGL are supported. Metal support is currently being worked on and is aimed to be included within the 2018.2 beta cycle. There are currently no plans to add support for OpenGL.
There’s also a graphics caps to query whether the feature is supported on the platform: SystemInfo.supportsAsyncGPUReadback
4 Likes
Is it not possible to support OpenGL ES? or you don’t have time? The beauty of Unity was always transparency. I didnt have to care about whether something is supported or not. By checking SystemInfo flags I am forced to do 2 implementations and test both. If I cannot use async gpu on opengl es that means I will have to implement a different solution which means I do not need that feature at all. Please consider adding support for all platforms.
3 Likes
@LeonhardP any update on iOS support? It doesn’t look like its in 2018.2 beta yet.
Hi there, I’m responsible for metal api implementation of Async Readback.
It’s fully complete, but it’s still in the pipes to reach mainstream branches of Unity, so hold on - it’s coming soon.
2 Likes
Can someone give me a use case for Asynchronous GPU readback? From my understanding it’s like a lazy .GetPixels, which does not stall the CPU but may be a few frames late in delivering, right?
You could read ocean heights, terrain heights, you could do more work on gpu without a penalty.
3 Likes