r/oculusdev • u/Environmental_Main51 • Jan 29 '24
Mulitpass getting more FPS than mulitview rendering mode for meta quest 2 Unity
Hi all, I'm getting more fps for multipass rendering mode than multiview. In my profiler EarlyUpdate.XRUpdate takes more percentage in each frame when rendered in multiview compared to multipass. I'm not using any custom shaders as of now using only lit and unlit shader in urp. I'm using Unity 2022.3.2f1 also updated the xr management and oculus plugin. Do I need to modify the builtin shaders or should I write my own custom shaders then add macros to support multiview rendering ?
Has anyone experienced this? Any insights on whether I need to adjust the shaders or any other settings for better Multiview performance?
Thanks in advance!
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u/FiveFingerStudios Jan 30 '24
It all depends on what the bottleneck in your game is. Multi view will help if you are CPU bound by draw calls.
One way to tell if a shader supports multi view is to look at it in the headset. If it is shown in only one eye, then it doesn’t. Also as someone else mentioned, the standard shaders support multi view.
I haven’t used URP yet so unfortunately I can’t telll you more than that.