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Under Consideration for 6000.3.X
Votes
0
Found in
6000.3.8f1
Issue ID
UUM-134264
Regression
No
SwitchActiveTexturesToBackbuffer causes an unnecessary RG_FinalBlit pass when RenderScale is any integer multiple
How to reproduce:
1. Open the attached “IN-132313_Issue_SwitchActiveTexturesToBackbuffer“ project
2. Open the “SampleScene” Scene
3. Navigate to Assets → Settings → PC_RPAssets
4. In the Inspector window in the Quality section, set “RenderScale” to 0.5
5. Set the Game View tab to a different resolution (e.g. 1920x1080, 2560x1440, …)
6. Navigate to Window → Analysis → Frame Debugger
7. Enable frame debugging
8. Observe the Frame Debugger
Actual result: There is an “RG_FinalBlit” pass
Expected result: There is no “RG_FinalBlit” pass
Reproducible with: 6000.3.8f1, 6000.4.0a2 (f6e13feabba2)
Not reproducible with: 6000.4.0b8, 6000.5.0a6
Could not test with: 2023.1.0a1, 6000.0.67f1, 6000.3.0a1 (the “SwitchActiveTexturesToBackbuffer” method was not available in these versions)
Fixed in: 6000.4.0a2 (79bd4f638ac0)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Notes:
- When RenderScale is any integer multiples (e.g. 0.1, 0.2, 0.25, 0.5), PointFilter becomes active and causes an unnecessary RG_FinalBlit pass
- Changing the Editor window's resolution can also cause an unnecessary RG_FinalBlit pass
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