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[Daydream] [Android] Performance issue on VR.WaitForGPU (takes 40ms+)



From Google:

Latest on this is that
it's an issue with the Qualcomm graphics driver (i.e. 2-4ms extra GPU time
beyond what's expected for MSAA). It will be a permanent problem for
Snapdragon devices running Android N, and will be fixed in Android O.


Steps to reproduce:

1) Download attached project and open in Unity
2) In Player Settings, make sure Stereo Rendering Method* is set to Single Pass
3) Build and Run project on a device with Autoconnect Profiler enabled
Observe Profiler, VR.WaitForGPU takes 40+ms

Expected result: VR.WaitForGPU should not take that much memory (check attached image 'expected(Pixel).png')
Actual result: VR.WaitForGPU takes 40+ms which causes performance issues (check attached image 'PixelXlActual.png')

Reproduced with:
5.6.3f1, 2017.1.0p2

I wasn't able to test with 2017.2.0b5 because images on the Canvas are not rendered after deploying on a device
Application crashes using 2017.3.0a2

Devices under testing:
Reproduced with:
Google Pixel XL*, OS:8.0.0, CPU:arm64-v8a, GPU:Adreno (TM) 530, Build:google/marlin/marlin:O/OPP2.170420.019/4021594:user/release-keys

Not reproduced with:
Google Pixel*, OS:7.1.2, CPU:arm64-v8a, GPU:Adreno (TM) 530, Build:google/sailfish/sailfish:7.1.2/NJH47D/4045516:user/release-keys

Comments (1)

  1. dustinkerstein

    Oct 11, 2017 14:45

    Do you happen to have any more info on this issue? I'm trying to debug some performance issues we've been having with the Pixel (and not on a Moto Z).

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