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Fixed

Fixed in 1.7.3

Votes

0

Found in

1.7.2

Issue ID

UUM-131169

Regression

No

[XRHands][Quest] GPU/APP time in ms increases when XR Hands are being rendered with MSAA (2x,4x,8x) being enabled

XR Hands

-

Steps to reproduce:
1. Open the attached user's project "URP_Unity6000.2.zip"
2. In Build Profile set the platform to Meta Quest
3. Set "MSAA" to disabled in the "Assets/Rendering/Settings/Quest_PipelineAsset.asset"
4. In the Quest 2/3/3S device run the OVRMetrics to show the APP Time
5. Build and run the app in a Quest 2 device
6. Observe the app time is around 2.0 - 2.6 ms
7. Either tap both of the controller against each other or lay them down to enable XR Hands to be rendered
8. Bring both Hands to be rendered and observe the APP Time
9. Set "MSAA" to 4x or 8x in the "Assets/Rendering/Settings/Quest_PipelineAsset.asset"
10. Build and run the app in a Quest 2/3/3S device
11. Note the APP Time and then bring both Hands to be rendered and observe the APP Time increase

Actual result: App Time increases by 1.5 - 2.0 ms per Hand being rendered on Quest devices
Expected results: minimal or none increase in APP Time when Hands are being rendered

Reproducible with: XR Hands 1.4.3 - 1.7.2 (2022.3.69f1, 6000.0.63f1, 6000.2.15f1, 6000.3.0f1, 6000.4.0b1, 6000.5.0a3)

Reproducible with these devices:
VLNQA00417 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10
VLNQA00644 - Oculus Quest 3S (Quest 3S), CPU: Google Tensor G2, GPU: Adreno 740, OS: 14
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12

Environment tested: Windows 11 24H2

Notes:
-Removing the XR Hands package and testing without Hands being rendered, MSAA (2x,4x,8x) has up to 1ms impact overall on APP Time
-Ms increase is more apparent on Quest 2 devices
-Quest 2/3/3S Firmware version 83.0
-Issue only reproduces IF hands are being rendered on the screen, on Quest 2 the increase is around 1.5-2 ms per hand being rendered, while on Quest 3/3S it's up to 1 ms per hand
-Issue occurs regardless of whether OpenGLES or Vulkan is used (additionally if using Force Prepass as well)
-Unable to capture RenderDoc captures due to application freezing on Quest 2 after the capture is initialized
-Issue reproduces with both SPI and Multi-View Render Modes

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