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5x latency increase with VR Headset attached (receiver) #78

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@aivenhoe

Description

@aivenhoe

Description of the bug

A sender pc runs an application that sends a texture through a capture card (Decklink 8K Pro). The receiver PC has a capture card too, (Decklink 8K Pro) and receives the texture stream (using the licensed (!) AVPro DeckLink plugin) that is rendered on a geometry in the scene.

On the receiver PC, when using a regular unity camera, the latency between the texture sender and the receiving pc is around 9-10 frames (running at 30fps, see sceenshot below).
20240502_unityCam

Whereas when using a Varjo Headset attached, the latency appears as around 40 to 50 frames (also running at 30fps, see Screenshot below).
20240502_VarjoCam

I assume the the latency between the texture sender and the texture receiver does not really change, but I rather think that the Varjo plugin hooks into the renderpipeline causing a delay in the texture creation of the AVPro Decklink plugin.

My Setup:

  • Unity version: 2022.3.12.f1 HRDP Renderpipeline
  • AVPro DeckLink version: 1.9.7
  • Operating system version: Windows 10 IoT Enterprise 22H2
  • Hardware model: AMD Ryzen Threadripper PRO 5965WX 24-Cores 3.80 GH / NVIDIA GeForce RTX 4090 / Decklink 8K Pro
  • Cables used: HDTV1RTX06L (good ones)
  • Desktop Video version: 12.7.1
  • Video mode (resolution, frame-rate, pixel-format): 8K UHD (7680 × 4320), 30fps, 10-bit YUV 4:2:2

Steps to Reproduce

  • set up a sender pc, sending 8k uhd, 30fps, 10-bit YUV 4:2:2 texture
  • start receiving end with Decklink 8K Pro and a Unity application with the AVPro Decklink plugin, using the provided Input demo in HDRP. Notice a low latency.
  • add a Varjo headset (probably the problem persists with another vr headset like the meta quest) and a unity xr-rig with a camera. Notice 5 times latency increase.

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