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Fixed in 2021.3.14f1, 2022.1.23f1, 2022.2.0b15, 2023.1.0b4



Found in







Issue ID




Meta Quest performance loss between URP versions when built



Reproduction steps:

# Open the user’s attached project “”
# Enable the Metrics HUD in ODH to see App GPU Time and GPU Utilization
# Build and run on Quest device

Expected result: App Time and GPU Utilization are around the same between different Editor versions
Actual result: App Time and GPU Utilization increase on newer streams

Version - GPU Utilization - App Time
10.10.0 (2020.3.39f1) - 70% - 8823
12.1.7 (2021.3.10f1) - 75% - 5486
13.1.7 (2022.1.0b16) - 75% - 6046
13.1.8 (2022.1.0f1) - 76% - 8203
13.1.8 (2022.1.17f1) - 76% - 8823
14.0.3 (2022.2.0b8) - 75% - 8191
15.0.1 (2023.1.0a10) - 69% - 8007

Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: A.3dreno (TM) 650

Reproduced on: Windows 10 Pro 21H2


* With a more complex scene, GPU usage skyrockets and is unusable

  1. Resolution Note (fix version 2023.1.0b4):

    - Prevent URP from using Depth32Stencil8 for its intermediate depth texture on Android.

  2. Resolution Note (fix version 2022.2.0b15):

    GPU ultilization is the same and app time is within expectations.

  3. Resolution Note (fix version 2021.3.14f1):

    Performace is back to more expected results for App Time and GPU Utilization

Comments (35)

  1. DevDunk

    Apr 12, 2023 09:14

    There is a new big performance issue on the issue tracker. URP team is already made aware and reproduced it themselves (not just QA)

    Here are some other smaller issues that are relevant to VR performance as well:
    Input system optimizations performing worse in VR:
    OculusXR performing worse than OpenXR:
    Graphics Jobs not working on standalone VR:

  2. Toshiza

    Mar 02, 2023 03:23

    Have you really solved the problem here?
    When using VideoPlayer + PostProcess, it crashes after about 10 seconds.
    OpenGL 3 had no problem.

    - Unity 2022.2.8f1
    - Oculus Quest2
    - URP 14
    - Valkan

  3. DevDunk

    Feb 18, 2023 09:53

    New testing done: IN-31610

  4. P-LL

    Dec 18, 2022 22:32

    Can anyone validate that this issue is actually resolved in 2021.3.14f1 LTS? Also is this fix also present in the latest 2021.3.16f1 LTS release? There is no mention of the fix for that pretty serious issue in any release notes from any 2020.3 recent release. Am I missing something here?

  5. markisradd

    Dec 11, 2022 07:46

    For any needing guidance. The main culprit is anti aliasing. With it turned on the recommended 4x, results in about a 30-40 percent increase on a 20 percent average empty scene for quest. Meaning about 50-60 being used for anti aliasing alone. Turning down render scale and anti aliasing can result in performance increases.

    Also using the occlus manager and manually setting the gpu level to the highest will give you the most performance possible

    Ps. Yes that is absurd, hopefully it's been improved by now with all the fixes...

  6. NyghtHawk

    Nov 22, 2022 23:45

    Testing this out a bit in one of my project scenes.

    2022.1.23f1 does provide some perforcemance improvement. But not significant enough to solve the issue. Dropping my test scene GPU U to 78-88% from 99%.

    2022.2.0b16 drops it significatly to 48-65% GPU Usage.

    2023.1.0a19 is even better at 32-45% GPU Usage.

    Hopefully these improvements can be backported into current LTS versions.

  7. Cloudwalker_

    Nov 22, 2022 04:28

    Stop complaining here about 2019-2020 performance drops, your pleas will go un answered. If you don't post a bug report, nothing will happen.

  8. tspk91

    Nov 17, 2022 13:05

    We need this so badly for 2021.3 LTS after upgrading from 2019LTS. Had to downgrade frequency from 90hz to 72hz to keep it stable!

  9. dziemid

    Nov 17, 2022 10:05

    Keen to have it fixed in 2020.3 ( we've seen performace regression after upgrade from 2019 )

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