AndyB Posted May 31, 2019 Share Posted May 31, 2019 I've found that turning on 2x MSAA has a huge performance impact, way more than I would expect. To investigate I created a new Unity project (see below for versions), created an empty scene and set the cameras in the WaveVR prefab to solid color clear mode. I then connected the Snapdragon profiler and found something that seems very strange. The fragments shaded per second value goes up a lot when MSAA is turned on: MSAA disabled: Approx 340 million fragments / second. MSAA 2x : Approx 1700 million fragments / second. MSAA 4x : Approx 2400 million fragments / second The first value makes sense and covers the distortion pass (2880*1600 * 75 = 345.6M).But just turning on 2x MSAA increases the number of fragments shaded by 5x. And with 4x MSAA it's rendering 7x the number of fragments. Can this be right? I can't see why the number of fragments would increase at all. Nevermind this much. I'm porting a game from the Oculus Go, where we use 4x MSAA without any problems and I know that switching between 2x and 4x made very little difference for us. So it's strange to see such a huge impact here. Versions:Unity : 5.6.3f1Wave SDK : Reproducted on 2.1.8 and 3.0.2Focus system : 1.69.623.3 Link to comment Share on other sites More sharing options...
Tony PH Lin Posted June 6, 2019 Share Posted June 6, 2019 Hi , Thanks for you sharing, and we'll also do some experiments internally and see how we can share with you soon. Link to comment Share on other sites More sharing options...
razoredge Posted June 12, 2019 Share Posted June 12, 2019 We can confirm 's findings as well! FPS jumped by 50-100% by changing only this quality setting... Link to comment Share on other sites More sharing options...
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