I measured some performance regression after migrating a project from 2022. LTS to Unity 6. The project is using Passthrough and Application Spacewarp (ASW).
I already posted on Render Graph thread, as enabling Render Graph gives consistent 15-20 FPS less than running without.
But also with Render Graph disabled I get like 5-10 FPS less in Unity 6 compared to 2022 LTS.
It’s probably worth to mention that on 2022 LTS we were using the URP fork of Meta due to the needed motion vectors, and in Unity 6 default URP, as it’s already working fine with ASW out of the box.
So currently I don’t see any advantages moving to Unity 6, but we would still do if at least performance would be same.
Further Details:
Meta Core SDK 69.0.x
set to OpenXR
Vulkan
Are these known performance issues which will be resolved in the future?
Tried no graphic jobs, legacy graphic jobs (meta recommendation), and split graphic jobs, differences not really big (split was a bit slower).
Measured on Quest Pro, have not done testing on other headsets yet. AFAIR we are using features which only work with OpenXR, so have not considered other API for testing.
The other postings are in this thread about render graph:
After more investigation, I was wrong about plain Unity 6 being slower, actually it’s nearly same or even a bit faster, as long as Render Graph is deavtivated.
Found the culprit in my test: I switched to Forward+ renderer to test out GPU Resident Drawer, and forgot to switch back. I was not aware that Forward+ does have bigger negative performance impact on Quest, but see here: https://developers.meta.com/horizon/documentation/unity/unity-forward-plus-rendering