Wasted Performance in the Bloom effect (post-proccessing stack)

Hi there!

I was recently investigating the posteffect stack with RenderDoc and I noticed that the bloom chain is using a texture format with 64-Bit (ARGB16), even if your input is 32-Bit (RGB111110 for example).

This is kinda wasted potentiall for optimization, as with Bloom the bottleneck is memory and the visual differences between 32Bit and 64Bit are very minor. I made some tests with a similar bloom effect of my own and I noticed speedups up to 2x with a 32Bit(RGB111110) chain.

It would be amazing if this gets chaged, or at least made optional. :slight_smile:

Hi!
Which PP stack version? :slight_smile:

It’s 2.1.7

This is already fixed for Universal RP post processing stack.
The v2 stack uses RG11B10 for mobile platforms.

And for standalone? I mean this is also pretty bad for VR. :frowning: