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Third Party Issue

Votes

1

Found in

2020.3.46f1

2021.3.20f1

2022.2.9f1

2023.1.0b5

2023.2.0a4

Issue ID

UUM-29112

Regression

No

[Quest 2] GfxDeviceVK.ExecuteCommandList spikes CPU Usage when built with Vulkan

-

Reproduction steps:
1. Open the attached project "VulkanHitchMiniproj"
2. Switch the platform to Android
3. Make sure Vulkan is set as Graphics API in Edit > Build Settings > Player Settings
4. Tick “OVROverlay” Scene in Build Settings
5. Tick “Development Build” and “Autoconnect Profiler” in Build Settings
6. Build And Run on Oculus Quest 2 device
7. Observe the Profiler window

Expected result: No CPU Usage spikes appear
Actual result: GfxDeviceVK.ExecuteCommandList process spikes CPU Usage by up to ~40m

Reproducible with: 2020.3.46f1, 2021.3.20f1, 2022.2.9f1, 2023.1.0b5, 2023.2.0a4

Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650

Reproducible on: Windows 10 Enterprise 21H2

Notes:

  • Does not reproduce on OpenGLES 3
  • Artifacts are seen in Player
  • It appears that the Vulkan submission thread is performing ExecuteCommandList for an irregularly long time, which is blocking the render thread and subsequently the main thread
  1. Resolution Note:

    This is an issue in [Meta's SDK|https://developer.oculus.com/downloads/package/unity-integration/] which was fixed in version 50.

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