Hi all, I've recently been working on adding indirect draw calls (using
Unity version 2020.3.25f1) with our app. I've noticed some unexpected
results from render stage traces in RenderDoc for Oculus and I'm
wondering if anyone has insight into this. ...
That would be great! How should I send you a capture? (The forum doesn't
seem to let me upload .rdc files). I've taken another RenderDoc capture
that demonstrates the issue. This capture isn't from our app, but I've
created a simple test project usin...
An update on this - I've done an additional test and am still getting an
issue where indirect drawing with OpenGL seems to take far more CPU time
than expected. When I add an extra direct draw call (glDrawArrays) into
our app, the CPU time taken for ...
Interesting - that's good to know re splitting render passes when
there's too many draw calls. In this case the number of draw calls seems
okay though. Just took another RenderDoc capture and was 16 draw calls
per eye, so 32 draw calls total in one f...
Thanks for the insight - that's interesting re the performance
differences on Vulkan. Are those differences on OpenGL too? I'd be keen
to hear more about what type of performance differences you're observing
with direct vs indirect draw calls, if tha...