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Anybody try Texture Arrays on Quest?

Discussion in 'AR/VR (XR) Discussion' started by JoeStrout, May 8, 2020.

  1. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,624
    I've got to sample a bunch of different tiling textures in a scene, and so to limit draw calls, I put them in an atlas and wrote a custom shader that tiles only within the proper sub-region of the atlas. That works fine, but to avoid bleed problems I have to turn mip-maps off, and now the textures get a bit crawly at a distance.

    However I just learned about Texture Arrays! These seem really neat and could be a good solution, since each texture in the array gets its own mip map. Also the UV tiling would work normally, making my shader even simpler.

    But this thread suggests that many vendors skimp on the Texture Arrays feature, and it may be substantially slower (especially on mobile platforms) than a regular texture atlas. So before I do a bunch of retooling, I thought I'd ask:

    Does anybody have experience with texture arrays on Quest? Do they perform as well as an atlas?
     
  2. Gruguir

    Gruguir

    Joined:
    Nov 30, 2010
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    336
    It works great for me, tho I don't know if it would perform better with atlas.
     
    JoeStrout likes this.
  3. DonCornholio

    DonCornholio

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    Feb 27, 2017
    Posts:
    60
    Sorry to necro this thread, but did you eventually switch over to texture array @JoeStrout ? And can you tell us about performance differences?
    Thank you :)
     
  4. JoeStrout

    JoeStrout

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    Yes, I use them extensively and they perform very well indeed.
     
    DonCornholio likes this.
  5. MDADigital

    MDADigital

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    Apr 18, 2020
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    2,200
    Did you write your own implementation or used a ready to use solution?
     
  6. JoeStrout

    JoeStrout

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    Jan 14, 2011
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    I wrote my own. They're not too hard if you have a working knowledge of ShaderLab.
     
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