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Won't Fix
Votes
1
Found in [Package]
4.0.0
Issue ID
1106010
Regression
Yes
[Android][LWRP] Performance regression when using LWRP settings on an empty scene with some devices using a OpenGL ES 3.0
To reproduce:
1. Open the QA's provided project
2. Build and run the sample scene
3. Profile the player
4. Set the Scriptable Render Pipeline Settings file to LWRPAsset
5. Build and run the same SampleScene
6. Profile the player once again
Expected result: Framerate stays the same
Actual result: Framerate gets lower when the LWRP settings are used
Reproduced with:
VLNQA00088 Asus Nexus 7 (2012), 4.4.4, Snapdragon 600 APQ8064-FLO, Adreno (TM) 320, OpenGL ES 3.0 07a13312
VLNQA00140 Samsung Galaxy S4 5.0.1 Snapdragon S4 Plus MSM8960 Adreno (TM) 320 OpenGL ES 3.0 a917f049
Not reproduced with:
VLNQA00113 Amazon Kindle Fire HDX 7" (2013), 4.4.3, Snapdragon 800 MSM8974, Adreno (TM) 330, OpenGL ES 3.0, D0FBA0A034870S2H
VLNQA00062 Asus MeMO Pad 8 (ME181C) 4.4.2 Intel Atom Z3745 Intel(R) HD Graphics for BayTrail OpenGL ES 3.0 E5OKCY538221
VLNQA00229 Oneplus OnePlus6T 9 Snapdragon 845 SDM845 Adreno (TM) 630 OpenGL ES 3.2 fb8fa527
VLNQA00118 Google Pixel 2 XL 8.1.0 Snapdragon 835 MSM8998 Adreno (TM) 540 OpenGL ES 3.2 710KPTM0468833
VLNQA00006 Samsung Galaxy S7 8.0.0 Exynos 8 Octa 8890 Mali-T880 OpenGL ES 3.2 9885b537494f544238
VLNQA00052 Xiaomi MI MAX 7.0 Snapdragon 617 MSM8952 Adreno (TM) 510 OpenGL ES 3.2 ae861a72
VLNQA00071 Xiaomi MI PAD 4.4.4 nVIDIA Tegra K1 T124 NVIDIA Tegra OpenGL ES 3.1 57B40B06
Reproduced with: 2018.3.0b12 and every other version that has LWRP 4.0.0 package available.
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Resolution Note:
We checked and performance is the same of Built-in and LWRP when using the same MSAA settings. When switching to LWRP, the MSAA value in the pipeline asset will overwrite the one in Quality Settings. This is not ideal, but it's not something we can fix in a near future. The MSAA QualitySettings is deeply hooked up for mobile and VR platforms.