Search Issue Tracker
In Progress
In Progress in 3.0.X
Votes
12
Found in [Package]
3.0.1
Issue ID
OXPB-13
Regression
No
[Vulkan][Oculus] Vulkan performance is much lower than OpenGLES3 on Quest 2
1. Open the customer's attached project "SBRepro-Vulkan.zip"
2. Make sure the Graphics API is set to Vulkan
3. Build and run the project on Quest 2
4. Observe the FPS
Expected result: FPS is the same as when using OpenGLES3 Graphics API
Actual result: FPS using Vulkan is lower by ~50 and frame time increases to ~60ms (See attached Results.png)
Reproduces on: 2021.3.1f1, 2022.1.0f1, 2022.2.0a11
Could not test on 2019.4.38f1 and 2020.3.33f1 due to package errors when downgrading the project
Reproducible with these devices:
N/A, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
Could not test with these devices:
VLNQA00275 - Oculus Quest (Quest), CPU: Snapdragon 835 MSM8998, GPU: Adreno 540, OS: 10
Notes:
-Issue does not reproduce when using OpenGLES 3
-Could not test with OpenXR plugin due to the project not building when switching plugins
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
captain-cook-83
Sep 17, 2023 05:26
Correction: it's effective for my situation to change "Depth Texture Mode" to "Force Prepass" option, thanks.
captain-cook-83
Sep 17, 2023 04:27
It still happens with 2022.3.9f1
ManueleB
Mar 13, 2023 08:28
this was fixed in July 2022, not sure why it is still marked as "in progress" here.
The issue was the depth copy pass which was replacing the depth prepass, in some scenarios and especially on XR, this caused a performance regression.
As a fix we added the "Depth Texture Mode" - "Force Prepass" option to the Universal Renderer Data, so it's possible to still use the depth prepass in case copying the depth is too expensive
matthoadrobson
Mar 10, 2023 11:26
Did anyone get an answer on this?
DevDunk
Dec 12, 2022 17:57
Is this actually in progress?
Doesn't seem like it