Search Unity

Vertex Count Disparity in Oculus Quest Build vs. Rift in Editor

Discussion in 'AR/VR (XR) Discussion' started by equalsequals, Mar 25, 2020.

  1. equalsequals

    equalsequals

    Joined:
    Sep 27, 2010
    Posts:
    154
    We're seeing a disparity in vertex count as reported by the Profiler that I'd like to get a little clarification on if someone can help.

    We're observing a vertex count of roughly 2x in Editor using an Oculus Rift versus a build running on the Oculus Quest. Profiling running in Editor (Single-Pass Stereo) a frame checks in ~270K, and on the Quest (Multi-View) roughly 135K.

    My standing theory is that this is an adverse affect of the Quest's Multi-View XR implementation, as it multiplexes the Draw Calls at the driver level, so the stats may not be reporting the true vertex count as CPU-side it only sees a single draw, thus halving the vertex count.

    I wanted to get someone's eyes on this before I go through the trouble of submitting a bug report.

    Many thanks in advance!

    ==
     
  2. RyanKeable

    RyanKeable

    Joined:
    Oct 16, 2013
    Posts:
    62
    yes you are correct. The multi-view set up in the editor renders all vertices twice.

    the vertex count you are seeing on the Quest would be an accurate reflection