Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Heavily GPU bound on Android - I tried a few things #6

Open
ROBYER1 opened this issue Feb 7, 2021 · 0 comments
Open

Heavily GPU bound on Android - I tried a few things #6

ROBYER1 opened this issue Feb 7, 2021 · 0 comments

Comments

@ROBYER1
Copy link
Collaborator

ROBYER1 commented Feb 7, 2021

Using: Unity 2020.2.3f1, Barracuda 1.3.0 prev, Xperia XZ3 Adreno 630 with Vulkan

I made a fork here for testing on IOS - Iphone 10 with Metal and Android with the above spec
https://github.com/ROBYER1/Barracuda-U-2-NetTest

Screenshot_20210207-175032

The application seems to be heavily GPU bound on Android but still just about runs and on IOS the output mask is always black - see issue here

noGraphicsjobs

I made sure to discardcontents of render textures and dispose/flush cache them as I noticed in profiling that loads of rendertextures were being left in memory as a leak.

Due to this, you need to set the size of the render textures in the assets folder manually now if you want to change them, until I find a tidier way to sort that without causing rendertexture leaks again.

However, on Android the model seems fairly heavy to run as you can see in the graph above, and the latency of the camera is very noticeable it is a good 2-5 seconds behind my movements

Just wondering if you can take a look into this if possible?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant