Hi,
we recently switched using unity 6 on our test project, and noticed a performance issue when activating RenderGraph support in the graphic settings.
To give some context, we are working on XR projects, the hardware being the Quest2. Projects are developped using URP, and we decided to enable the postprocessing stack on our project to handle some of the light postprocess that are available by default (color lookup, etc).
We are used to analyse rendering data with renderdoc (the meta fork edition) to investigate if we are using postprocessing that would be overbudget or not.
What we are used to see in renderdoc is the following (with the post processing stack enabled, and no post process being applied) :
Our rendering consists of one surface computed that corresponds to the scene rendering, followed by another surface which is the post processing pass being applied to the image.
If I zoom-in on one bin computed for the post processing pass, it looks like this :
This ends up being the same operations on unity 2022 LTS, and Unity 6 (with compatibility mode enabled).
Now when we activate rendergraph support, we noticed a severe performance drop in the application; turns out the gpu is not even running at its maximum, but the application is barely rendering at the target fps.
Investigations with renderdoc shows this kind of behaviour :
And if I zoom-in on one bin being executed at post processing time, it looks like this :
The operations have drastically changed between the two, the difference only being the activation of rendergraph support. Rendering post-processing now implies executing two load operations; I suspect that in this scenario, the hardware is doing a lot more memory transfers during rendering, but my knowledge of what is happening at that time is pretty limited.
These results are observed on unity 6000.0.30f1; using latest version of unity (6000.0.37f1) did show similar results.
So for now, things are ok on our projects since we have the possibility to run in compatibility mode;
still, does anyone know what is happening under the hood that would explain the difference of behaviour in rendering ?
Also, I’m concerned regarding the future of our development; at some point, the compatibility mode is going to disappear, rendergraph workflow becoming the default behaviour; can we consider that the difference in performance we are observing is related to an issue in the rendering, or are we looking at a different level of performance that is going to be the standard in future releases ?
Thanks for the help,





