fredrikm
Topic Author
Posts: 9
Joined: 17 Mar 2014, 15:47

[Unity] - Android CPU performance RenderTexture

17 Sep 2015, 10:00

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.
 
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jsantos
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Joined: 20 Jan 2012, 17:18
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Re: [Unity] - Android CPU performance RenderTexture

17 Sep 2015, 14:15

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.
 
fredrikm
Topic Author
Posts: 9
Joined: 17 Mar 2014, 15:47

Re: [Unity] - Android CPU performance RenderTexture

17 Sep 2015, 16:49

Issue 0000721 opened.

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