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New Blit Type Player Setting for Android

Discussion in '2017.3 Beta' started by Claytonious, Oct 6, 2017.

  1. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    904
    What exactly does this choice do?
    upload_2017-10-6_8-32-10.png

    The tooltip says it allows you to choose a faster but less compatible mode called "Never".

    Faster in what way? Compatible in what way? What will break, and on what devices? What buffer are we talking about blitting here in the first place?

    And does it work when running in XR such as for Daydream?

    Thanks!
     
  2. Masterfalcon

    Masterfalcon

    Unity Technologies

    Joined:
    Dec 29, 2014
    Posts:
    364
    The buffer that it refers to is the screen frame buffer. When Always is selected then the final output is rendered to a frame buffer then blitted to the screen which is how it has always worked.

    If you choose Never then the output is rendered directly to the screen. Performance may be increased slightly because we are no longer copying from the frame buffer. However this is not compatible with linear colorspace, MSAA and non-native screen resolutions.

    There is a third option, Auto, which attempts to skip the blit unless one of those aforementioned features is enabled.

    I haven't tested with XR but it's possible that it may work. I just don't know conclusively.
     
    Akshara and Claytonious like this.
  3. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    904
    Thanks for the info, @Masterfalcon - I will give it a try but now that it's clear what it does it should be easier to test for its applicability in our games. Thanks again!
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,794
    Claytonious likes this.