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Bug Quest 2 Performance loss 2020.3 -> 2021.3

Discussion in 'VR' started by Cloudwalker_, Jun 20, 2022.

  1. biggoron88

    biggoron88

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    I copy paste the message from the bug webpage
    Hello!

    We just want to give an update on this issue.
    We have the issue internally assigned as high priority.
    Our team is investigating the repro case right now.

    I do want to setup the expectation right. Performance issue could be caused by many different reasons and the current issue may not capture them all. So there is a chance the fix we provide to this case does not apply to other cases.

    We believe performance regressions should not happen without a good reason. We encourage you to submit your repro case so that we could have larger sample cases to look into. For every repro cases you submitted, once we confirmed they are not duplicate, we will take a look.
     
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  2. TommyTheITGuy

    TommyTheITGuy

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    Well good, at least it's finally acknowledged. Would probably be acknowledged earlier, if Unity had a sample project on Quest 2.
     
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  3. Extrys

    Extrys

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    What i noticed the most is when i updated from unity 2020.1.17f1 using URP 8.4 to unity 2020.2 using its URP 10
    also even compatibilizing URP 8.4 with 2020.2, the performance improves by a lot but still not the same, so i think its part of the engine itself and a big part of URP
    I think there should be a way to completely disable features included in these new updates as if they were never created for the URP, because maybe some of these changes just made it work worse than before

    For example as someone pointed, some features were executing code even if not in use on these new updates like probe blending and so

    What i know is that performance started breaking at the very beginning of URP 10
     
  4. Extrys

    Extrys

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    Things like this is what i mean
     
  5. Qleenie

    Qleenie

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    Did some test with same two GPU heavy scenes, just switching URP version from 12.1.6 (patched by Meta with ASW, but not using ASW), and 12.1.7. Both on same Editor version (2021.3.9).

    Result: Consistent 10 FPS less on 12.1.7. So I guess the issue is (only) in URP 12.1.7, unless Meta changed more then just the adding of motion vectors in their branch.
     
  6. jeffries7

    jeffries7

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    I've spent the last week upgrading a project from 2019 to 2022.1 and it is nice to see that the performance issues aren't just in our project.

    Our project went from rock solid 72fps down to 50-60fps. Disabling Light Layers has helped it go back to 72 but its nowhere near as stable as it was back in 2019
     
  7. Extrys

    Extrys

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    Hey! https://unity3d.com/unity/whats-new/2022.1.20
    Whats this?? Its this "Hidding the problem" thing happening again???
    2022.1.19 patch notes marked this problem as known issue
    why does 2022.1.20 not have this bug in Known Issues nor Fixed?

    Edit: I just saw it still in other patch notes marked as known
     
    Last edited: Oct 18, 2022
  8. TommyTheITGuy

    TommyTheITGuy

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    It's marked in the 2023.1 alpha patch notes, where they probably plan to fix it first and then back-port it to earlier versions.
     
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  9. Extrys

    Extrys

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    cook, i just was scared as is not the first time they hide a bug without fixing
     
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  10. Extrys

    Extrys

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    Now it seems "Hidden" for 2020.3
    Im pretty sure that means they wont work on it on that version :/
    Its so difficult just testing 2020.1.0f1 URP 8 versus 2020.3 URP 10?
    Just do that you will find it easy...
     
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  11. DevDunk

    DevDunk

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    Read what it says in the notes. They found an issue that was introduced in 2021, so they're working on that. Better that they work on something than nothing, right?
    If you see a regression between urp 8 and urp 10, make a bug report for that case.
     
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  12. Extrys

    Extrys

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    I already did and there is also reports on this, and that bug was marked as duplicate
    but i just saw the note, i will report it again using 2020.1 as base line
     
    Last edited: Oct 26, 2022
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  13. Sholms

    Sholms

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    Any update about this?
     
  14. Extrys

    Extrys

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    Had no time for doing a repo proyect yet
     
  15. laurentlavigne

    laurentlavigne

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    refprobe blending... are we getting back to BIRP performance as they're closing the feature gap?
     
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  16. fuzzy3d

    fuzzy3d

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    I hope this is not too off-topic, if it is, I apologize.

    2022.2.0b13, URP 14.0.3, 3D (URP) Core template.

    For beginners (like me): If you use the 3D URP Core template and set the Quality Level to "High Fidelity" or "Balanced", the FPS will drastically decrease because in "URP-HighFidelity-Renderer" the Renderer Features "Screen Space Ambient Occlusion" effect is set by default.

    If you started from this template and want to publish on Quest, this default setting is wrong! Remove SSAO and set everything carefully according to the Meta documentation!

    This is fresh URP project from Core template:
    upload_2022-11-8_8-27-50.png
    You can't build a project for Quest on this!

    Make sure you don't have effects like SSAO, Bloom, Vignette turned on somewhere...
     
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  17. Qleenie

    Qleenie

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    These are good tips, but it should be still made clear that the performance drop is caused by internal Unity changes, as exact same project performs very different on different Unity/URP versions.
     
  18. DevDunk

    DevDunk

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    As said, these are inconvenient, but not the cause of the regressions. Projects with the same settings also degraded in performance sometimes
     
  19. Cloudwalker_

    Cloudwalker_

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  20. DanjelRicci

    DanjelRicci

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    I see the URP performance problem was removed from the 2021.3.14 changelog (it was under "Known issues" in previous versions), so I gave it a try hoping it was actually fixed. Well, it's not: with my current project, performance on Quest goes down noticeably after switching from 2020.3.42 to 2021.3.14. It's literally the same identical experience of months ago (but at least FFR is working this time).
     
  21. DevDunk

    DevDunk

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    Then make a bug report for your project and attatch both 2020 and 2021 versions
     
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  22. constantinpopp

    constantinpopp

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    Thanks, this has helped me. I didn't realize that SSAO was such a big performance killer.
     
  23. fuzzy3d

    fuzzy3d

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    I don't even use AO in static renders (MAX, Blender...) because it looks ugly.