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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
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?
The text was updated successfully, but these errors were encountered:
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
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
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?
The text was updated successfully, but these errors were encountered: