Introduction of Render Graph in the Universal Render Pipeline (URP)

Hey @Qleenie

I compared the traces real quick and the RG enabled trace rendered 2 more surfaces.
1st surface is normal. This is the spacewarp depth+motionvec pass
Surface 3 | 480 x396 | color 64bit, depth 24bit, stencil 8 bit, MSAA 1, Mode: 3 (HwDirect) | 1 480x396 bins ( 1 rendered) | 0.15 ms | 2 stages : Binning : 0.018ms Render : 0.127ms

The 2nd surface looks suspicious.
Surface 9 | 1920x1584 | color 32bit, depth 24bit, stencil 8 bit, MSAA 1, Mode: 1 (HwBinning) | 45 384x176 bins ( 25 rendered) | 6.04 ms | 227 stages : Binning : 0.008ms LoadColor : 0.734ms Render : 0.597ms StoreColor : 0.521ms Preempt : 2.234ms LoadDepthStencil : 0.925ms StoreDepthStencil : 0.531ms

Look like RG enabled trace did additional work to handle 1 extra blit or fullscreen pass. And this is the main extra cost. We never saw it before, are you aware of any customization pass that behave differently RG on vs RG off?

To investigate further, we will need the renderdoc capture to analyze the frame and understand where this extra fullscreen pass is introduced.

Could you submit a bug and attach your project/apk files? This way we can receive the project and look into it more.

Thanks,
Thomas