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[Bug] Camera feed extreme lag after 6.0.X to 6.1.0 AR foundation upgrade #1206

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Jocke155 opened this issue May 15, 2025 · 3 comments
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bug A bug in an ARFoundation-related package

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@Jocke155
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Unity bug report case number
Will edit Unity bug report case number as soon as it's reported there.

Describe the bug
The camera feed lags severely but occasionally. Restarting the game and starting it again sometimes results in a better framerate. Other times it's not playable. It's just the camera feed that is lagging and have a severe framerate impact.

Happened without any changes other than upgrading from AR Foundation 6.0.X to 6.1.0 (Same issues in 6.2.0-pre4). Works as normal in 6.0.X,

To Reproduce
Steps to reproduce the behavior (hopefully):

  1. Setup an AR project in 6.0.X (no occlusion or advanced features).
  2. Upgrade to +6.1.0
  3. See occasional lag in the camera feed.
  4. Restarting the game changes the performance every time.

Expected behavior
An acceptable frame rate from the camera.

Smartphone:

  • Device: Samsung A55 5G
  • OS: Android 14
  • 6000.1.2f1
  • ARFoundation version 6.2.0-pre4 or 6.1.X
@Jocke155 Jocke155 added the bug A bug in an ARFoundation-related package label May 15, 2025
@andyb-unity
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Please file a formal bug via the Unity Editor: https://unity.com/releases/editor/qa#bug-reporting. Bugs reported to this GitHub repo are unofficial and may not be seen by the development team.

@mike-copley
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Yes Andy's advice is good advice. Please file the bug, and we can link that bug with an internal issue that we are tracking for it. The work-around for now would be to ensure that multithreaded rendering is set to off. If the Vulkan renderer is used, then since it is already inherently multithreaded, there should be no impact there. If the GLES renderer is used, you should no longer also have frame-rate issues with passthrough with single threaded.

@Jocke155
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Yes Andy's advice is good advice. Please file the bug, and we can link that bug with an internal issue that we are tracking for it. The work-around for now would be to ensure that multithreaded rendering is set to off. If the Vulkan renderer is used, then since it is already inherently multithreaded, there should be no impact there. If the GLES renderer is used, you should no longer also have frame-rate issues with passthrough with single threaded.

You're right. It appears to be the combination of OpenGLES3 and multithreaded rendering that causes it, which wasn't an issue before.

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bug A bug in an ARFoundation-related package
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