SSR HDRP & VR

SSR in our project, takes around 1ms, and when in VR it takes 3-4ms. In my naive mind, it should take around twice as much in VR, it it takes 3-4 times as much.

Anyone?

Hi,

Can you give more details about the resolution used in both cases ?

What really matters is the total amount of pixels rendered but VR devices are configured to display a very large resolution by default (both SteamVR and Oculus will pre-apply super-sampling resolution with about 150% increase from actual display resolution and often end up with a total resolution equivalent to 4K or more if you account for both eyes).

Fabien

@fabien-unity We use standard setup with Unity XR and Oculus integration packages, without adjusting anything related to resolution.

I understand your point with 1.5 x higher resolution and raymarching in framebuffer…

Ok what I mean to ask is :

  • without VR, what resolution are you using?
  • with VR, what resolution are you using ?

For Oculus, can you check your settings here for the resolution ?

For the Oculus Rift S this settings looks a little bit different:

Ok, I think this setting will end up returning a resolution of 1648x1776 per eye (you can confirm by querying the display resolution from Unity or by using RenderDoc, or by using the Oculus debug tool).

Quick math on this :
1648x1776 x 2 = about 5.85 MP
versus
1920x1080 (non-VR standard HD resolution) = 2.07 MP

With these values, we can expect the VR render times to be almost 3 times more, entirely due to the increased resolution.
This could explain the perf numbers you’re seeing.

Does that match your setup ?

Yes, it matches our setup. So this all makes sense, nice to understand and know. Thank you very much for quick response, and taking the time!

You’re welcome :slight_smile:
It can be tricky.
I’ll look into making this information more broadly available !

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