Steps to reproduce:
1. Open the attached user's project "MetaXRSDKOriginals.zip"
2. Switch to Android platform
3. Connect Quest 2/3
4. Open Meta Developer hub and enable Metrics Hud
5. Make sure Graphics API is set to either Vulkan and OpenGLES
6. Build to a Quest 2/3 device and observe the FPS and GPU Usage
Expected Results: Vulkan performs better or is on par with OpenGLES
Actual Results: Vulkan performing much worse than OpenGLES due to excessive buffer copies on Quest 2/3
Reproducible on: 2022.3.56f1, 6000.0.33f1, 6000.0.0b2
Reproducible with these devices:
VLNQA00609 - Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno 740, OS: 12
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 12
Testing Environment: Windows 11
Not reproducible on: No other environment tested
Notes:
-Issue is described more in depth in this discussion post: https://discussions.unity.com/t/vulkan-performing-much-worse-than-opengl-es-due-to-excessive-buffer-copies-on-quest-2-3/1561926
-When MSAA is disabled under the "Camera Rig", fps hovers around 30 and stuttering is gone
-Renderdoc captures are attached "Vulkan2.rdc" and "OpenGLES.rdc"
-Issue reproduces with Vulkan and OpenGLES, on Vulkan fps is lower and the application stutters significantly more than on OpenGLES
-Issue reproduces with both OpenXR and OculusXR Plugins
-There's no difference when switching to Multi-pass, Multi-view and or Single Pass Instanced Rendering modes