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August 21, 2019

Performance issues with Textures with Alpha Channel

We're creating a game for Quest and currently we're having serious performance issues by having a shader with alpha clipping enabled.
Do you know an alternative way for having a material texture with alpha values?

2 replies

Up and Coming
August 23, 2019
We also struggled initially, particularly with large alpha objects that result in a lot of overdraw (which frustratingly you can't preview in-editor with LWRP :/ int 2018 LTS). The short answer is, try to minimize it. This thread on the unity forums has some discussion about quest performance:
https://forum.unity.com/threads/oculus-quest-ovr-metrics-tool-fps-cap.713102/

And this blog post discusses the GPU architecture briefly and why large alpha objects are a bad idea (it's for Gear VR, but the reason holds):
https://developer.oculus.com/blog/squeezing-performance-out-of-your-unity-gear-vr-game/
Up and Coming
August 23, 2019
We also struggled initially, particularly with large alpha objects that result in a lot of overdraw (which frustratingly you can't preview in-editor with LWRP :/ int 2018 LTS). The short answer is, try to minimize it. This thread on the unity forums has some discussion about quest performance:
https://forum.unity.com/threads/oculus-quest-ovr-metrics-tool-fps-cap.713102/

And this blog post discusses the GPU architecture briefly and why large alpha objects are a bad idea (it's for Gear VR, but the reason holds):
https://developer.oculus.com/blog/squeezing-performance-out-of-your-unity-gear-vr-game/