OVROverlay issues
We use OVROverlay to display a static stereo cubemap image.
We found there are some issues in OVROverlay implementation:
1. GPU Memory wasteful
As current implementation. we submit a texture(appTexture) to OVROverlay. then based on it, OVROverlay creates 3 stage texture and copy contents from appTexture.
With stereo layout. the number of textures in GPU will be 8 (4 per eye).
Since our texture is static. the extract 3 textures per eye are unnecessary.
Is there any way to reduce the stage count or reuse same texture on every stage?
2. Heavily texture copy operation
OVROverlay does one Blit operation and one CopyTexture operation on every frame. even the appTexture is unchanged.
There is a field named `isDynamic`, as it's comment says: `If true, the texture's content is copied to the compositor each frame.`
But in fact. It does nothing except changing frameIndex. texture's content still copied on each frame
But in fact. It does nothing except changing frameIndex. texture's content still copied on each frame
Environment: Unity 2017.4.1f / Oculus Utilities 1.24.0
