Changes between Version 6 and Version 7 of Ticket #8375, comment 7
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- Apr 4, 2023, 6:33:03 PM (3 years ago)
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Ticket #8375, comment 7
v6 v7 9 9 It is not clear why the test program worked well with Vulkan !MultiPass and OBJ model while LookSeeAR with !MultiPass and OBJ model did not. My only idea is that the test program did setup pass-through while LookSeeAR does. I could add pass-through to the test program. 10 10 11 The Oculus XR test program hand OVRManager / Use recommended MSAA off, while LookSeeAR had it on. Turning it on in the test program with vulkan multipass makes 1.5M triangle OBJ stutter badly. Turning MSAA off in LookSeeAR made 900K triangle OBJ smooth with pass through and vulkan multipass while it was unusable with MSAA on. LookSeeAR with MSAA off handled 1.2M triangle OBJ with only glitch per few seconds with pass-through, and smoothly with pass-through turned off. It also handled 700K GLTF with infrequent glitches with pass-through and smoothly without pass through. Handled 900K GLTF without pass-through with glitch per few seconds.11 The Oculus XR test program hand OVRManager / Use recommended MSAA off, while LookSeeAR had it on. Turning it on in the test program with vulkan multipass makes 1.5M triangle OBJ stutter badly. Turning MSAA off in LookSeeAR made 900K triangle OBJ smooth with pass through and vulkan multipass while it was unusable with MSAA on. LookSeeAR with MSAA off handled 1.2M triangle OBJ with only glitch per few seconds with pass-through, and smoothly with pass-through turned off. Handled 1.5M OBJ with uniform flicker (drop every other frame) but no loss of tracking with pass through, and with glitches every few seconds with pass-through off. It also handled 700K GLTF with infrequent glitches with pass-through and smoothly without pass through. Handled 900K GLTF without pass-through with glitch per few seconds. 12 12 13 13 Trying LookSeeAR with multisampling off with OpenGL ES 3.2 multipass gave same performance as vulkan multipass. With opengl es 3.2 multiview it seemed slightly more glitchy at 700K triangle gltf. 14 14 15 It looks like vulkan multiview with msaa off is the best choice for LookSeeAR. I did not notice more aliasing with msaa off looking at emdb 12783 but I did not attempt a detailed comparison. It appears with this rendering mode it can handle 700K triangle gltf or 1.2M triangle obj with infrequent glitches. So the standard unity shaders used with obj can handle about 70% more triangles than the gltf custom shaders. 15 It looks like vulkan multiview with msaa off is the best choice for LookSeeAR. I did not notice more aliasing with msaa off looking at emdb 12783 but I did not attempt a detailed comparison. It appears with this rendering mode it can handle 700K triangle gltf or 1.2M triangle obj with infrequent glitches. So the standard unity shaders used with obj can handle about 70% more triangles than the gltf custom shaders. Appears that pass-through reduces maximum triangles by about 25%.