Oculus's GPU cost of pixel shading is much greater than Vive(SteamVR), why?
I did a simple test for the same scene in Unity 5.6.4p4, just a quad in front of camera covering the whole screen, with a custom PBR shader which executes the PBR lighting model several times, and here's the result (raw app render time in Unity Profiler and GPUView, no compositor involved):
32 64 16 4
steamvr 4.75 9.05 2.63 0.69
ovr 8.45 12.58 4.05 1.87
diff 1.78x 1.39x 1.54x 2.71x
I know that SteamVR is using a stencil mesh to save fillrate, but from the statistics the difference is not proportional to the execution times, so it's not solely because of the extra pixels rendered.
OVR uses Adaptive Queue Ahead to trade input lag for CPU framerate, so when porting from Vive to Oculus, I'm currently GPU-bound due to the unknown reason. Anyone has any idea?
32 64 16 4
steamvr 4.75 9.05 2.63 0.69
ovr 8.45 12.58 4.05 1.87
diff 1.78x 1.39x 1.54x 2.71x
I know that SteamVR is using a stencil mesh to save fillrate, but from the statistics the difference is not proportional to the execution times, so it's not solely because of the extra pixels rendered.
OVR uses Adaptive Queue Ahead to trade input lag for CPU framerate, so when porting from Vive to Oculus, I'm currently GPU-bound due to the unknown reason. Anyone has any idea?
