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RTDeviceEyeTextures

Discussion in 'General Graphics' started by blossomgames, Apr 17, 2019.

  1. blossomgames

    blossomgames

    Joined:
    Oct 23, 2013
    Posts:
    30
    I used Unity's profiler to see what resources are stored in memory of my VR Oculus Go app. I found there are six render textures used called:
    RTDeviceEyeTextureLeft0
    RTDeviceEyeTextureLeft1
    RTDeviceEyeTextureLeft2
    RTDeviceEyeTextureRight0
    RTDeviceEyeTextureRight1
    RTDeviceEyeTextureRight2

    Each one of them occupies about 90 MBs what sums up to well over 0.5 GB! That is a lot for a standalone such as Oculus Go. What are these render textures for and can they be turned off?
     
  2. wirelessdreamer

    wirelessdreamer

    Joined:
    Apr 13, 2016
    Posts:
    134
    Did you ever figure this out?
     
  3. jpistella

    jpistella

    Joined:
    Jul 20, 2018
    Posts:
    4
    Also seeing this and am unable to figure it out.
    Note: I'm running the Memory Profiler on a Scene in the Editor. May have different results if running on a Development build that has Autoconnect Profiler enabled.