Hi everyone,
I’m having some questions about capturing performance. I have it working just fine, but higher resolutions degrade performance a lot.
For testing purposes, I’m using 3840x2160 at 15fps capturing using RGBA.
If I don’t do any processing in the capturing handler, the performance is stable.
However, if I show it on the screen, I need to upload the rgb data to a texture every frame. That is tanking performance. I’m already caching the texture object itself.
I’m wondering if there’s a way (any way) to capture higher resolutions without tanking the performance.
Thank you for your time
Unity Editor version : Unity2022.3LTS
ML2 OS version : 1.12
Unity SDK version : 2.6.0
Host OS : Windows