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Votes
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Found in
6000.0.16f1
6000.0.29f1
6000.1.0a6
Issue ID
UUM-90118
Regression
Yes
GPU utilization increases by 20% on Meta Quest headsets when Render Graph is enabled on 6000.0.16f1 and higher
Steps to reproduce:
1. Open the attached user's project "TestQuestRenderGraph.zip"
2. Navigate to Project Settings -> Graphics -> Render Mode -> Compatibility Mode and make sure Render Graph is enabled (option ticked off)
3. Connect a Quest 2/3 headset, open Meta Developer Hub and enable OVR Metrics
4. Enable GPU Utilization monitoring in OVR Metric settings
5. Open "Assets/Scenes/SampleScene.unity" and build to a Quest 2/3 device
6. Observe GPU Utilization looking straight into the empty background (black skybox) and below at the cube
Expected results: GPU utilization stays the same or decreases on Meta Quest headsets when Render Graph is enabled on 6000.0.16f1 and higher
Actual results: GPU utilization increases by 20% on Meta Quest headsets when Render Graph is enabled on 6000.0.16f1 and higher
Reproducible: 6000.0.16f1, 6000.0.29f1, 6000.1.0a6
Not reproducible: 6000.0.15f1
Could not test 2022.3.54f1 and 2021.3.46f1 due to Render Graph feature not being available
Reproducible with these devices
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 12
Testing Environment: Windows 11 23H2
Not reproducible on: no other environment tested
Notes:
-Related discussions thread: https://discussions.unity.com/t/introduction-of-render-graph-in-the-universal-render-pipeline-urp/930355/707
-In user's test case, GPU Utilization increased to 50% and 90% respectively
-Issue is more noticeable on a Quest 2, however the GPU utilization increase is still present on Quest 3
-Both headsets are on firmware version 71.0
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