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Question Native RenderPass for VR devices

Discussion in 'Multiplatform Dev Blitz Day 2023 - Q&A' started by DevDunk, Jun 21, 2023.

  1. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
    Native RenderPass is currently not supported for standalone XR devices (Quest, Pico, etc). From what I read about it it could help with performance.
    1. How much will this help with performance?
    2. Will XR/VR support be added?
     
  2. SamZ_XR

    SamZ_XR

    Unity Technologies

    Joined:
    Jan 31, 2023
    Posts:
    8
    Hi DevDunk,

    Thank you for your message. You are correct that the Native RenderPass is currently not supported for standalone XR devices.

    To answer your question:
    1. It can be difficult to say exactly how much performance improvements can be achieved through Native RenderPass, as it largely depends on the GPU of the device and the size of the target render. However, it's generally recommended to use the Native RenderPass API on platforms with tile deferred renderers. Additionally, the Native RenderPass enables advanced use cases like on-tile post-processing.

    2. Yes, the URP team is actively working on Render Graph support to enhance the integration with Native RenderPass. This should also extend support for XR/VR platforms.

    We appreciate your interest in RenderPass and please feel free to reach out if you have any further questions or concerns.
     
    DevDunk likes this.