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Wasted Performance in the Bloom effect (post-proccessing stack)

Discussion in 'Image Effects' started by schneckerstein, Aug 4, 2019.

  1. schneckerstein

    schneckerstein

    Joined:
    Dec 6, 2018
    Posts:
    36
    Hi there!

    I was recently investigating the posteffect stack with RenderDoc and I noticed that the bloom chain is using a texture format with 64-Bit (ARGB16), even if your input is 32-Bit (RGB111110 for example).

    This is kinda wasted potentiall for optimization, as with Bloom the bottleneck is memory and the visual differences between 32Bit and 64Bit are very minor. I made some tests with a similar bloom effect of my own and I noticed speedups up to 2x with a 32Bit(RGB111110) chain.

    It would be amazing if this gets chaged, or at least made optional. :)
     
  2. aleksandrk

    aleksandrk

    Unity Technologies

    Joined:
    Jul 3, 2017
    Posts:
    2,844
    Hi!
    Which PP stack version? :)
     
  3. schneckerstein

    schneckerstein

    Joined:
    Dec 6, 2018
    Posts:
    36
    It's 2.1.7
     
  4. aleksandrk

    aleksandrk

    Unity Technologies

    Joined:
    Jul 3, 2017
    Posts:
    2,844
    This is already fixed for Universal RP post processing stack.
    The v2 stack uses RG11B10 for mobile platforms.
     
  5. schneckerstein

    schneckerstein

    Joined:
    Dec 6, 2018
    Posts:
    36
    And for standalone? I mean this is also pretty bad for VR. :(