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Does LWRP rendering use glInvalidateFrameBuffer on Quest/Go?

Discussion in 'AR/VR (XR) Discussion' started by Incode, Sep 25, 2019.

  1. Incode

    Incode

    Joined:
    Apr 5, 2015
    Posts:
    74
    I'm currently building for Oculus Quest and Go, and was wondering if the lightweight pipeline calls glInvalidateFrameBuffer on Android devices. Our profiling showed a number of GMEM load calls occurring which, by my understanding, should not occur if the framebuffer is correctly cleared or invalidated before rendering the next frame.
     
  2. jykholodia

    jykholodia

    Joined:
    Aug 29, 2018
    Posts:
    13
    Yeah we're having the same issue on Unity 2020.1 with URP 8.2.0.
    At least 5 times per frame. Sometimes more. Which kills our performance.
     
  3. Shaunyowns

    Shaunyowns

    Unity Technologies

    Joined:
    Nov 4, 2019
    Posts:
    328
    Hello there!

    Please file a bug so the team can investigate. Thanks!
     
  4. LaireonGames

    LaireonGames

    Joined:
    Nov 16, 2013
    Posts:
    668
    Same issue here, was a bug report filed by anyone?
     
  5. Incode

    Incode

    Joined:
    Apr 5, 2015
    Posts:
    74
    We're no longer using LWRP and never filed a bug report, but I haven't profiled this on URP in a long time. If it still exists in LTS versions with URP it would be good to file a report.
     
    LaireonGames likes this.
  6. LaireonGames

    LaireonGames

    Joined:
    Nov 16, 2013
    Posts:
    668
    As a note in the profiles I was taking in 2020 I was seeing a Huge cost to invalidate buffers and found that disabling depth + stencil saw Massive gains to rendering times