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Fixed in 2022.3.11f1, 2023.1.14f1, 2023.2.0b10, 2023.3.0a2



Found in







Issue ID




[URP][XR] Performance degradation when comparing Android Quest 2 builds across 2020.3 and 2023.x



Steps to reproduce:
1. Open the attached user's project ""
2. Build the project to Quest 2 in 2020.3.47f1
3. Observe performance via OVRMetrics (GPU usage and stalled frames)
4. Build the project in 2023.1.0b12
5. Observe performance via OVRMetrics (GPU usage and stalled frames)

Expected results: performance is mostly the same across Unity versions on a Quest 2 with the same Scenes
Actual Results: performance degrades when building to Quest 2 in 2022.2 and above

Reproducible with: URP 10.10.1 - 16.0.1 (2020.3.47f1, 2021.3.22f1, 2022.2.15f1, 2023.1.0b12, 2023.2.0a10)

Reproducible with these devices:
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10
User devices:
Pico 4

Environment: Windows 10 22H2

-Testing results are attached "IN-31610 performance results"
-Tested with OpenXR and OculusXR XR plugins, using different Render Modes, OpenGLES3 and Vulkan

Comments (31)

  1. Sometimes_Always_Never

    Aug 03, 2023 00:19

    "Under Consideration for 2021.3.X, 2022.2.X, 2023.1.X, 2023.2.X"

    It's alarming how the best version of Unity to use on Quest 2 and 3 is 2019. With Meta no longer supporting 2020 in v55 we're in a situation I never imagined: why have a 20% perf increase, when you will lose 20-40% when upgrading Unity.

    Upgrading a production project to 2023.3 is just not viable today and won't be for years. I respect this URP bug may be challenging, but stating this is 'under consideration' says quite a bit.

  2. Brady

    Jul 31, 2023 20:43

    20-40% sounds similar to what I experienced when I went from 2019 to 2021. However, I was able to reclaim the noticeable decrease in performance after I used RenderDoc to discover that I was getting a final blit at the end of each frame. This was being caused by my renderer asset having post effects enabled, and under "Compatibility" "Intermediate Texture" was set to "Always", which means it renders to an intermediate texture and must perform a blit at the end, which is slow on Quest.

  3. pabu

    Jul 30, 2023 15:17

    The header says "Regression: No" while the description looks like it was copy pasted straight from a Wikipedia article explaining the term regression with an example. I must clearly have misunderstood this bug altogether. At least someone understood the implications of the bug and decided to make it a priority to fix it in a timely fashion.

  4. sinoth

    Jul 28, 2023 18:11

    So sad that Unity seems to be where Oculus is focusing their new developments (like the new HRTF dropped in Presence Platform v55) but this glaring issue remains.

  5. DanjelRicci

    Jul 20, 2023 07:11

    Meta SDK v55 no longer supports Unity 2020:

    It’s high time to solve this issue.

  6. benjaminoutram

    Jul 18, 2023 17:00

    I've also just wasted several days of work looking at profilers to see if I could get to grips with the performance hit of upgrading from 2020 to 2021 and 2022. No luck so far. I hope we see some input from Unity soon!

  7. SuperLemonBits

    Jul 18, 2023 15:58

    Any news on this? We need some features of newer versions but we cannot afford the performance hit.

  8. TrentSterling

    Jun 27, 2023 12:07

    Each year XR performance is worse. Went from a comfortable 120hz in 2019 to barely hitting 72hz in 2022. WTF unity

  9. dpcactus

    Jun 21, 2023 14:24

    >performance regression
    Wait what?

  10. DevDunk

    Jun 21, 2023 12:56

    @danjel, make a bug report for that. This issue was more about 2021 to 2022 to 2023

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