Optimise ODS rendering performance
See forum thread here on page 27: https://forum.unity.com/threads/released-avpro-movie-capture.120717/page-27
User Tubbritt posts about ODS rendering not saturating the performance of his machine. It is worth investigating if/how we can improve performance. There must be a bottleneck somewhere. He's tried switching to DX12 but that didn't help. Perhaps Deferred Rendering path might work better? Perhaps it's something specific to his scene - we should try with the most basic scene first. So the first problem is the CPU+GPU are being left idle for some reason.
It would also be good to see if there are any optimisations to be made in general for ODS.
Hey there! Is it still in considering? We really would like to have a performant ods rendering solution there because it seems to be the only way to handle problems caused by old fashioned cubemapping. :-)
EDIT: I want to let you all know that the 50% utilization I saw was when I was running my project in the editor/player. When I build and run it as a standalone app, it seems to fully utilize my GPU.
ORIGINAL COMMENT: I'd like to add that when I render the ODS demo scene, it only utilizes about 50% of my gpu (RTX 3090) and ~40% CPU and very little memory (~1GB). It would be great to see better performance.
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