Please help me understand Unity Profiler and RenderDoc output for my simple app
I have a simple scene that is performant on PCVR, but struggles to make a reasonable frame rate when run natively on Quest. After stripping out about half the scene geometry and some of the shadow overhead, it is still failing to run smoothly so I've run the Unity Profiler (Standalone) and RenderDoc to try to understand where my bottlenecks are. This development is currently running in Unity 2021.2.14f1, GLES, with up-to-date Oculus XR Plugin and Oculus Integration packages. Please look at the following and let me know if anything jumps out that I should look for. First, Unity profiler: The profiler suggests nearly 32ms of my 43ms PlayerLoop is waiting in EarlyUpdate.XRUpdate->OculusRuntime.WaitToBeginFrame. I've seen discussion online that suggests this is most likely related to "Vsync" like timing and missing a frame budget could cause excess time waiting on the next available frame. But I don't understand why it should appear to be almost 33 ms. At 13ms per frame @72Hzthat's almost 2.5 frame budgets every frame cycle. Because I can't get accurate timings of the GPU in the profiler, I can only see the Batches (20) and Tris count(~27K) and these should both be well-within recommended limits. I've highlighted what I *think* illustrates the RenderLoop timing as best I can and it seems to imply some 4-5 ms where the RenderThread is not in WaitForGfxCommands... Trying to dig deeper into the GPU, I've captured a frame under RenderDoc. Two quick up-front questions about RenderDoc and "Gather Timings", if anyone knows the answer... You must capture the frame under "Quest Mode", but can Replay it under "Quest Mode" or "Quest Profiling Mode" I get ~42ms under the former and 12ms under the latter. Which one is more trustworthy here? Should Gather Timings report times for each stage in the series, because I can only get it to report for the entire frame. I'd love deeper information for timing, but I can't seem to get at it. Finally, RenderDoc echoes the 20 Draw Calls, but I can't tell whether I'm doing anything else here which should be causing such poor performance. My overall framerate is around 27, but I can't understand why. Please advise if I've got something obvious going on, but I'm at a loss to explain the behavior I'm seeing. TIA, G76.7KViews2likes5CommentsRenderdoc for Quest: no Render Stage Trace
Following the instructions at https://developer.oculus.com/documentation/tools/tools-renderdoc-renderstage/ I expected to see a render stage trace. But clicking the "oculus logo" button in the Event Browser has no effect for me, and the Tile Timeline view is blank. I'm using Oculus Mobile SDK 1.402.3KViews2likes3CommentsRenderDoc connected makes development build crashes instantly
Trying to use RenderDoc for the first time to debug frame from the device gpu. I made a unity build (Unity 2021.3.12 LTS) with development flag enabled and debug script enabled. Then I loaded it on the oculus, tested and it runs without issues. Then I switched from local to Device in the RenderDocMetaFork (v441), tried to launch the build from Launch Application tab like described here, but the build crashes instantly, if I try to open normally the build when RenderDocMetaFork is connected the build crashes.1.7KViews1like3Comments