Search Unity

1 VR camera uses 6 RenderTextures ?

Discussion in 'VR' started by fortgreeneVR, Apr 24, 2020.

  1. fortgreeneVR

    fortgreeneVR

    Joined:
    Sep 5, 2018
    Posts:
    50
    Hi,

    I'm trying to optimize memory use of my app running on Quest.

    I noticed that my scene allocates, according to the MemoryProfiler, 6 RenderTextures.
    That seems a bit excessive to me. I would understand 4, 2 per swap-chain per eye.

    Are 6 RenderTextures expected?
    This is using Unity 2018.4 and multi-pass stereo rendering (single-pass is not an option for other reasons)

    Thanks.
     
  2. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    It depends on the pipeline and options and any post and if forward or deferred and so forth I guess. Without knowing more... dunno.
     
  3. fortgreeneVR

    fortgreeneVR

    Joined:
    Sep 5, 2018
    Posts:
    50
    So, in my case there is no post process, no shadows and a forward render path, using multi-pass stereo.
    Thanks for looking.