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Fixed
Fixed in 2021.3.14f1, 2022.1.23f1, 2022.2.0b15, 2023.1.0b4
Votes
199
Found in
2020.3.39f1
2021.3.10f1
2022.1.17f1
2022.2.0b8
2023.1.0a10
2023.2.0a1
Issue ID
UUM-15608
Regression
Yes
Meta Quest performance loss between URP versions when built
Reproduction steps:
# Open the user’s attached project “QuestURPPerf2020.zip”
# 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
Results:
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
Notes:
* With a more complex scene, GPU usage skyrockets and is unusable
-
Darknx
Sep 28, 2022 18:12
I think my team is gonna head to unreal as well if this doesn't get fixed. Your also going to lose allot of vr devs as well, since quest 2 is one of the more popular vr sets out there.
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Arclite83
Sep 28, 2022 18:11
VR is one of the few bastion areas against UE's lumen and nanite, hopefully Unity prioritizes this kind of thing more.
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NestorVG
Sep 28, 2022 18:06
With VR becoming such an important technology, this should be a huge priority if they want people to stick to this game engine, you never know where the butterfly effect can lead the future!
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Dermotek
Sep 28, 2022 18:01
This is sad, if this continues, me and our team will switch to Unreal Engine.
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DevDunk
Sep 28, 2022 06:20
Can confirm performance downgrades, especially in larger scenes
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Resolution Note (fix version 2023.1.0b4):
- Prevent URP from using Depth32Stencil8 for its intermediate depth texture on Android.
Resolution Note (fix version 2022.2.0b15):
GPU ultilization is the same and app time is within expectations.
Resolution Note (fix version 2021.3.14f1):
Performace is back to more expected results for App Time and GPU Utilization