I’m currently developing a game for the Gear VR which means a very limited amount of draw calls every frame. After doing some profiling I have realized that the amount of draw calls we get in the game is double then what we expect including stereo rendering. To reproduce just start a new empty project and remove the skysphere, this leaves just the floor. The draw call should then be 2 if running in VR without instanced stereo rendering but if you write stat SceneRendering in console then the total mesh draw call will be 4. It also doesn’t matter if you use forward or deferred rendering (tried in a empty project) however i’m using Forward rendering since i develop for mobile vr.
Does anyone have any insights to what might be going on? Is this a known issue?
I’m using Unreal Engine version 4.17.2 and an oculus rift cv1 for testing on PC.
Thanks in advance
EDIT: When changing the material for the mesh to be additive blend mode instead of Opaque and then disable Render After DOF I get the expected amount of draw calls but the material must be opaque so this is not a solution. So it seems that all meshes with opaque materials get drawn twice which must mean that Render After DOF is set to true by default and that results in the meshes being drawn in the separate translucency pass aswell? Render after DOF is greyed out when changing to opaque blend mode so not sure how to change it if thats the problem.