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VR Rendering Problems (Rendering.Forward.Render.job AND Rendering.Geometry.Opaque)

Discussion in 'AR/VR (XR) Discussion' started by CEEMSURESEARCHER, May 27, 2019.

  1. CEEMSURESEARCHER

    CEEMSURESEARCHER

    Joined:
    May 6, 2019
    Posts:
    10
    Hey Unity Community,


    I am making a VR game and trying to keep resource spending low. At this point, when I press play, Rendering.Forward.Render.job AND Rendering.Geometry.Opaque seems to be really expensive in the Unity Profiler window. It occurs whenever I look at an asset, and I am not sure why. I have a strong PC, so I am not sure if the model has too many triangles or there is a shading/rendering issue setting. Here are some pictures to better understand the problem:

    https://ibb.co/LNHpVc5 (Profiler)
    https://ibb.co/tzS8zzr (Scene/the gray 3d model (scaffolding asset) is the one that causes the frame drop)
     
  2. weaverfish

    weaverfish

    Joined:
    Dec 5, 2016
    Posts:
    11
    It looks like your scene requires a lot of draw calls (the stats show over 7000 batches). From memory I think recommended for VR is 500-1000. Using the Unity Frame Debugger (under Window->Analysis) should help see where the calls are coming from. You might be able to reduce them by batching/instancing
     
  3. CEEMSURESEARCHER

    CEEMSURESEARCHER

    Joined:
    May 6, 2019
    Posts:
    10
    I found out that it was a specific model in my problem.