Are there any plans to support connecting the Render Graph Viewer to a build running in a device? If I’m not mistaken, the viewer can only be used to fetch info in the editor. This is great, but sometimes measuring and testing in the actual device is needed (e.g, tile-based GPUs like the Meta Quest).
the question has come up a few times but we don’t have this on our short term roadmap. Good that you are using this great tool though. In most cases, the graph is what you will get on your device for that configuration/urp asset/settings. The blue line shows what passes will be merged on a capable graphics API and device. It’s not a profiling tool though, it doesn’t show what the backend actually does or the drivers.
Thanks for taking the time to answer.
I think this is actually very relevant because there are editor specific things applied to the render graph on things that matter a lot for performance on Quest. Specifically, I’m trying to find out why Unity is not performing the buffer discard optimization on Vulkan, and is instead spending, according to RenderDoc, a quarter of the GPU time storing depth instead of discarding it, as well as storing color instead of resolving it in place. The render graph viewer has the color backbuffer as store because it’s required for “Draw IMGUI/SoftwareCursor Overlay”, which is of course an editor thing. There is also a Draw UI Toolkit/u GUI Overlay pass, which should also be editor only as there are no overlay canvases in the scene.
Indeed! We shipped this in 6.3
More info here.
