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[Unity] - Android CPU performance RenderTexture

Posted: 17 Sep 2015, 10:00
by fredrikm
We have a need for 6 editboxes placed in the 3d scene, so far we have solved this by placing 6 quads and attaching NoesisGUIPanel's to them with corresponding unlit materials each with their own lowres RTT (256x128).

However we are seeing very high CPU usage even with the simplest xaml.
<Grid xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
  <Rectangle>
    <Rectangle.Fill>
      <SolidColorBrush Color="#FF00FF"/>
    </Rectangle.Fill>
  </Rectangle>
</Grid>
So i did a comparison with using 6 cameras in unity with their own RenderTextures to try and compare them.

Profiling data when using 6x NoesisGUIPanels with the simple xaml.
noesis_rtt.png
Profiling data when using 6x Cameras clearing background and each rendering a sphere to their own RTT.
unity_rtt.png
We can see a pretty big difference in CPU and I'm wondering why this might be?
I understand that there is probably a bit more overhead for Noesis but the difference seems quite big.

All profiling done on Z3 tablet compact with Snapdragon 801.

Re: [Unity] - Android CPU performance RenderTexture

Posted: 17 Sep 2015, 14:15
by jsantos
How is the offscreen configured for those 6 Noesis components?

Could you please open a ticket for this? (and if possible attach the scene that reproduces the problem). Let's continue with the details there. This must be solved in the next version.

Re: [Unity] - Android CPU performance RenderTexture

Posted: 17 Sep 2015, 16:49
by fredrikm
Issue 0000721 opened.