Heavy cost for RenderTexture for packaged game in 4.19

Hello, I have a game using a RenderTexture to show a 2D screen in front of a VR player.

It is working fine in VR Preview but use a lot of frame time when started as a packaged project. I did a minimal implementation both in 4.18.2 and 4.19.2 and the issue does not happen in 4.18!

the 1024x1024 RT is captured every frame (at 90fps for VR) and it run smoothly in 4.18 (draw time being between 2-3ms) but when I test the same project in 4.19, the draw time vary between 3 and 9ms wich is not usable.

In a more complex scene, I’ve got a constant 11ms in VR Preview and something like 150 ms when packaged. This did not happen in 4.18.

I think it might be a bug with the implementation of the new ScreenPercentage/PixelDensity regarding RenderTextures but I’m not sure.

Does anyone has any hindsight on the subject? I don’t want to port my game from 4.19 to 4.18…

Thank you!

Dealing with exactly the same issue… If you have found a solution, please let me know. I have tried to move to 4.20, but that has it’s own set of problems. Also heard that setting the rendertarget2D size to the Oculus native display of 2160x1080 was supposed to be a fix, but I didn’t see any improvement.

Indeed, drawing to render target from blueprint regressed from 4.18 to 4.19 considerably.