Quest 2 - Rendering performance issues (BUG)

Can anyone point out what could be the issue here:

Draw calls & tris are well below oculus recommendations, yet still the rendering performance is poor and strange spikes occur perodically.

I am using XR interaction toolkit & Multi-View rendering.

There’s no useful information there. Do you have access to more profiler data? Perhaps a hierarchical view sorted by millisecs?

Perhaps you have post effects or HDR? both are undesirable.

Hi, thanks for the fast repl.
I dont have any post effects, HDR is disabled.

Hierarchical view doesnt give that much information, besides that it is related to rendering:

7879027--1002091--upload_2022-2-8_15-42-30.png

The scene is quite simple. It is just a few trees, some particles and unity’s fog:

7879027--1002097--upload_2022-2-8_15-49-47.png

GPU profiling from editor:
7879027--1002100--upload_2022-2-8_15-52-6.png

Wonder why there’s 4 final blits. Are you using FXAA from camera? Are depth and color buffers being generated in the asset? Shadows? Other things? What version of Unity / URP? I am leaning toward your shaders being particularly bad for this scene or non optimal URP asset config.

Why is setpass so high for something this simple?

What shaders are in use, and in particular is it cutout?

Unity Version: 2021.2.10f1 (latest official release)
URP version: 12.1.4
Latest xr interaction toolkit & Oculus XR plugin

No FXAA, see camera settings:
7880284--1002343--upload_2022-2-8_21-54-48.png

URP settings (note: toggling Depth texture changes performance only slightly)
7880284--1002346--upload_2022-2-8_21-57-1.png
7880284--1002349--upload_2022-2-8_21-57-24.png

Shadows: I have baked everything. These are all static objects. The trees are billbords, some in the foreground are normal models with tris < 2k.

Shaders for leaves, grass use alpha cutoff.

I can’t for the life of me think there’s anything wrong with what you’re doing. I’m fairly sure Unity would agree for such a simple scene and URP setup, it should fly.

Yeah. That’s what i am thinking too. I have also experience with AR mobile development, so I have a good grasp on performance limitations. But for unknown reasons the simple quest scene is not performant at all.

I would say file a bug with that scene, mention this thread in your comments for it, and drop the case number here. Perhaps it is a mystery worth fixing sooner rather than later.

1 Like

Have you looked in RenderDoc to see if a temporary buffer is being used for some reason? That would tank your GPU performance.

That could be those “FinalBlit” calls. I think adding any scriptable render feature can break the swapchain, unless it was fixed in 2021 and URP 12.1.4.

I was not aware of RenderDoc. I will give it a try. Thanks!

1 Like

I figured it out. The problem is the grass. It was mentioned in some other forum post that the quest cant handle foliages like grass or leaves very well.