#Render Features VR Performance

1 messages · Page 1 of 1 (latest)

coarse belfry
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Hi all.

I've been doing a lot of experimenting with custom render features within VR. Ranging from an overlay tint colour, brightness/gamma control, and other such. But have been struggling to make them more performant than just using Unity Post Processing.

Down sampling helps but leads to some less than ideal image quality.

Does anyone have any examples of performant custom render features for VR devices? Or general advice for achiveing better performance?

fallen tree
coarse belfry
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The recent tests were comparing Unity's Color Adjustment on a global volume against a Scriptable Render Feature that blitted a texture to a shader that uses some simple math to adjust the brightness and contrast of an image.

The shader does use a pow which I should probably swap out for something a little cheaper.

But the difference in headset was 10-15 frames

fallen tree
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How much is it in terms of ms?

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If you're actually blitting, that might be creating a new pass and a copy of the render target in addition to post processing pass.

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Checking the frame debugger might reveal more info. As well as some kind of native gpu debugger/profiler