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Pixel daydream overheat
We have a 360 video player scene in our app with two meshes - right eye video sphere and left eye video sphere. They use the same shader but different materials with different offsets. On profiling the video scene the debug shows that most of the processing time goes under Camera.Render and regular spikes caused by Batch.renderer.flush jobs. We have made a lot of script optimization and even under sustained performance mode the app runs only for 15 minutes. This does not happen in gear vr or cardboard. If you look at render window in profiler there are only 3 draw calls made per frame and not more than 9k vertices. Can anyone explain why render jobs take up so much time on a simple scene with just 2 spheres? The Unity version we are using is - 5.4 daydream version.
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