Steps to reproduce:
1. Open the attached user's project "ReproSceneViewPerf.zip"
2. Make sure Oculus Link is enabled
3. Enable the OculusXR plugin and make sure "Initialise XR on startup" is enabled
4. Enter Play Mode
5. Focus/open the Scene View and observe the Profiler
6. Go to "Assets/Settings/URP-HighFidelity.asset" and disable MSAA and or disable Screen Space Ambient Occlusion in "Assets/Settings/URP-HighFidelity-Renderer.asset"
7. Observe the Profiler
Expected results: Editor performance drops as OculusRuntime.WaitToBeginFrame Time ms increases to 150-200 ms in Play Mode when MSAA is enabled and Scene View is opened/focused
Actual results: Editor performance does not change in Play Mode when MSAA 4x is enabled and Scene View is opened/focused
Reproducible on: URP 14.0.0 (2022.2.0a3), 14.0.8 (2022.3.2f1), 15.0.6 (2023.1.0f1), 16.0.2 (2023.2.0a18)
Not reproducible on: URP 12.1.12 (2021.3.27f1), URP 13.1.9 (2022.1.24f1, 2022.2.0a2)
Reproducible on these devices:
VLNQA00415 - Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650, OS: 10
Notes:
-Issue reproduces with Direct3D11
-Issue reproduces on OculusXR and OpenXR plugins
-Issue reproduces to some extent on Vulkan when OpenXR is selected as the plugin, gfx.WaitForRenderThread increases to 30ms, but not to the same extent as on Direct3D11
-Issue does not reproduce if URP is removed from the project
-Issue Only reproduces when Screen Space Ambient Occlusion is enabled in URP Renderer Asset and MSAA (2x, 4x and 8x) is enabled
-Users report that it happens regardless if SSAO is enabled or not, however, I observed the issue with SSAO enabled alongside MSAA