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Fixed

Fixed in 2022.3.8f1, 2023.2.0b4, 2023.3.0a2

Votes

23

Found in

2022.3.2f1

2023.2.0a18

2023.3.0a1

Issue ID

UUM-40249

Regression

Yes

Editor performance drops as OculusRuntime.WaitToBeginFrame Time ms increases to 150-200 ms in Play Mode when MSAA is enabled and Scene View is opened/focused

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Steps to reproduce:
1. Open the attached user's project "ReproSceneViewPerf.zip"
2. Make sure Oculus Link is enabled
3. Enable the OculusXR plugin and make sure "Initialise XR on startup" is enabled
4. Enter Play Mode
5. Focus/open the Scene View and observe the Profiler
6. Go to "Assets/Settings/URP-HighFidelity.asset" and disable MSAA and or disable Screen Space Ambient Occlusion in "Assets/Settings/URP-HighFidelity-Renderer.asset"
7. Observe the Profiler

Expected results: Editor performance drops as OculusRuntime.WaitToBeginFrame Time ms increases to 150-200 ms in Play Mode when MSAA is enabled and Scene View is opened/focused
Actual results: Editor performance does not change in Play Mode when MSAA 4x is enabled and Scene View is opened/focused

Reproducible on: URP 14.0.0 (2022.2.0a3), 14.0.8 (2022.3.2f1), 15.0.6 (2023.1.0f1), 16.0.2 (2023.2.0a18)
Not reproducible on: URP 12.1.12 (2021.3.27f1), URP 13.1.9 (2022.1.24f1, 2022.2.0a2)

Reproducible on these devices:
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10

Notes:
-Issue reproduces with Direct3D11
-Issue reproduces on OculusXR and OpenXR plugins
-Issue reproduces to some extent on Vulkan when OpenXR is selected as the plugin, gfx.WaitForRenderThread increases to 30ms, but not to the same extent as on Direct3D11
-Issue does not reproduce if URP is removed from the project
-Issue Only reproduces when Screen Space Ambient Occlusion is enabled in URP Renderer Asset and MSAA (2x, 4x and 8x) is enabled
-Users report that it happens regardless if SSAO is enabled or not, however, I observed the issue with SSAO enabled alongside MSAA

  1. Resolution Note (fix version 2023.3.0a2):

    Fixed runtime performance drops when multiple views that uses incompatible RTHandle descriptors are rendered within a frame.

Comments (5)

  1. eureka_ger

    Sep 05, 2023 10:23

    Seems to work. However Unity 2022/2023 is still unusable in a multi-camera scenario due to this bug, which might be related:
    https://issuetracker.unity3d.com/issues/urp-memory-leak-when-in-play-mode

  2. eureka_ger

    Aug 15, 2023 10:14

    What's the status on the 2022 branch? We are desperately waiting for a solution for the LTS version.

  3. Ultraleap

    Aug 10, 2023 12:34

    (to clarify, was fine in Unity 2020 and 2021, but now updating to the 2022 LTS the problem has started happening)

  4. Ultraleap

    Aug 10, 2023 12:33

    We can also produce a similar issue where framerate is incredibly slow with MSAA enabled on Android VR platforms. Fine with MSAA disabled. Seems to be again related to the start frame time, seen on Pico 3/4 and Vive using their OpenXR SDKs on both.

  5. Mithra

    Jun 14, 2023 19:29

    I have the same performance issues using desktop VR (through SteamVR) when both scene & game views are displayed at the same time.

    Screen Space Ambient Occlusion enabled or not does not change the performance issue on my side.

    It's especially noticeable when during play you select the VR camera, and then unselect it. Performance then drops to ~15 FPS and never recovers.

    It started happening after upgrading to 2022.3.0-2

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