Hello, I read that a method to discover if my game is CPU or GPU bounded, is to compare how much time is being spent on the CPU & GPU profile modules. I'm using Unity 2018.1.0f2 and building in Oculus GO, but the GPU module in my profiler is not available (GPU profiling is not supported by the graphics card driver, etc.). So what alternative method could I use? Thanks! Valerio
In Unity you already know if you are CPU bound by the millsecs taken on CPU in profiler. So if you know you're using 6ms on CPU then you probably want to think about GPU bandwidth. By reducing eye textures you can test fragment performance but not vertex. For vertex you will compare by basically rendering the smallest amount you can on screen.