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Won't Fix
Won't Fix in 1.8.X
Votes
0
Found in [Package]
1.8.2
Issue ID
OXRB-233
Regression
Yes
[OpenXR] Average Fill Percent Per Eye is exceedingly high when using Vulkan along Oculus Integration and OpenXR MetaXR Feature which causes significant performance impact
Steps to reproduce:
1. Open the attached user project "OpenXR Passthrough Test.zip"
2. Install OVR Metrics tool into the Quest 2 headset
3. Switch to Android in the Editor
4. In CMD prompt or Terminal type in "adb shell ovrgpuprofiling -e/--enable-detailed"
5. Navigate in the OVR Metrics tool to enable the "Average Fill Percent Per Eye" under the Stats Tab
6. Build the project to Quest 2
7. Observe the "Fill" stat
Expected results: No performance impact when using Vulkan along with Oculus Integration and OpenXR MetaXR Feature
Actual results: Average Fill Percent Per Eye is exceedingly high when using Vulkan along Oculus Integration and OpenXR MetaXR Feature which causes significant performance impact
Reproducible in: OpenXR 1.5.0 - 1.8.2 (2021.3.29f1, 2022.3.7f1, 2023.1.7f1, 2023.2.0b4)
Not Reproducible in: OpenXR 1.4.2 (2021.3.11f1)
Reproducible on: Windows 10 2H22
Not reproducible on: No other environment tested
Notes:
-Issue reproduces with Multi-pass and Single Pass Instanced
-Issue only reproduces on Vulkan
-Issue only reproduces with OpenXR
-Issue only reproduces when MetaXR Feature is enabled
-Issue only reproduces when Oculus Integration asset is present
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Resolution Note:
The issue occurs because HDR is enabled in the pipeline settings. When HDR is enabled textures are encoded in a specific format. Because Quest display is not HDR capable, this results in an extra pass being performed to convert those HDR textures back into Standard dynamic range. This encoding/conversion is an inherent part of the process that can't be worked around, as HDR requires the special format to work properly.
Users who encounter this issue should disable HDR when deploying to Quest, as the device cannot render in HDR anyways.
Resolution Note (1.8.X):
The issue occurs because HDR is enabled in the pipeline settings. When HDR is enabled textures are encoded in a specific format. Because Quest display is not HDR capable, this results in an extra pass being performed to convert those HDR textures back into Standard dynamic range. This encoding/conversion is an inherent part of the process that can't be worked around, as HDR requires the special format to work properly.
Users who encounter this issue should disable HDR when deploying to Quest, as the device cannot render in HDR anyways.