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[Universal][XR] Reducing VR latency with Late Latching #4807
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…w late latching command buffer commands to mark/unmark URP stereo matrices such as stereo view and projection matrices for use in late latching.
…Begin/End LateLatching.
…erties. Refactored mark/unmark late latching into separate functions: Mark/UnmarkLateLatchShaderProperties.
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XR QA is added, I am approving from URP QA side without testing
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Tested on Quest and Quest 2
Ran manual Functional/Acceptance testing . Verified Dev Provided test projects and tested for regressions.
Ran multiple passes with these changes.
Last Verification for regressions on commit a281d5b
Tested on
Version: 2021.2.0a21.2949
Revision: trunk 75138d5880a6
Built: Tue, 08 Jun 2021 14:22:40 GMT
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Thanks Mike for the explanation. I'm approving the PR. To QA: if possible, please test some yflip case with this PR to make sure.
@mikesfbay which version of Unity this PR requires? Seems like we need to bump minimum Unity version. |
@phi-lira The minimum version is 2021.2.0a21 |
@phi-lira After min version bump, yamato results are the same as master. |
Purpose of this PR
Add late latching support for camera and render pass. Use new late latching command buffer commands to mark/unmark URP stereo matrices such as stereo view and projection matrices for use in late latching.
For a detailed late latching overview, please see design doc:
Testing status
Tested late latching on Quest using template scene.
Comments to reviewers
Matching trunk PR: https://ono.unity3d.com/unity/unity/pull-request/126011/_/xr/late-latching-urp