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Bug Camera stack causes a huge drop in FPS (Quest 2/Vulkan/URP)

Discussion in 'VR' started by weiner_monkey, Sep 2, 2022.

  1. weiner_monkey

    weiner_monkey

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    Unity 2021.3.8 LTS, URP 12.7, Oculus plugin 3.0.2

    This is possibly a bug, I have 2 cameras in my scene, first added as an overlay camera to the base camera stack. Scene is empty, no post-processing or meshes.

    I get 68-75 while the overlay camera is added to the stack. Once I change it from overlay to base, I get a constant 90 FPS. Anyone encountered this or know of a fix?
     
  2. DevDunk

    DevDunk

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    90 fps is limited. You might be running 95 or 200 fps under the hood, so check gpu usage in OVR Metrics.

    Having an overlay camera means there now are 2 cameras doing the whole render process, so it indeed can be taxing. Maybe use a shader to get the results you want
     
  3. weiner_monkey

    weiner_monkey

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    Yes its limited to 90 FPS, and in both scenarios Im using 2 cameras, once as an base + overlay and once as base + base. Nothing in the scene so it shouldnt be taxing as Ive ran much much more demanding scenes on the Quest 2 (multiple cameras) without Vulkan and URP at 90 FPS. The point is just having an overlay camera is dropping FPS by a huge amount.
     
  4. DevDunk

    DevDunk

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    Check the profiler in that case. If it's really the overlay part then make a bug report
     
  5. weiner_monkey

    weiner_monkey

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    Yep I did, its completely taken up by URP culling and rendering
     
    DevDunk likes this.