My game get a low fps, so I check any performance problem.
I found when transparent object in my camera view, the “PrepareRenderTarget” will take 20ms
After an afternoon of testing, I found the problem source.
the “Opaque Texture” option!
When I active “Opaque Texture” option, PrepareRenderTarget will coming.
This problem only happens on iphone 6sp.
When I test in iphone xs max, any thing is ok
so. the conditions under which the problem recurs are:
In my case, I go from 60+ fps (16ms) to less than 15fps (84ms) every second or so with PrepareRenderTarget taking the majority of the time (69ms). For me, however, it’s happening on a Macbook Pro, and I have “Opaque Texture” already disabled.
It would be nice if there were some hints as to where to look since there’s little available searching on Google.
Sorry for reviving this thread. We encounter this issue on 1st gen iPad Pro 9.7
with iOS 11.4.1, built with Unity 2019.4.22
While we are still using legacy rendering pipeline, we encountered similar PrepareRenderTarget spike
I managed to capture spike with Instrument, but unable to read the callstack since I have no access to Unity and Metal driver source code. Wonder if this capture would help. Thank you.