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optimizing rendertexture.active
The Bootcamp demo uses 14 rendertexures for a total of 65mb and runs above 100 fps. I am using one 2.7mb rendertexture on an empty scene and it runs at 20 fps. The profiler shows the rendertexture.active taking 25ms. Bootcamp does not have this issue. How is the Bootcamp demo able optimize the way it's handling the rendertexture.setactive call so that it's not killing the fps?
I guess you should tell us a bit about how you are using your render textures. Render textures aren't slow per say.
Im using the rendertextures to port the camera render to a C# application through a TCP link.
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