Why the performance of SpatialUpscaling is worse than Native?

I have tested SpatialUpsacling with a Unity URP sample project: https://github.com/mao-test-h/MetalFXSamples. I used iPhone 13 with iOS Beta 7. The performance and quality are both worse than Native.

  • Without SpatialUpscaling and set RenderScale to 1 in Unity, the GPU cost is around 14ms. With SpatialUpscaling and set RenderScale to 0.8 or 0.5 in Unity, the GPU cost is around 26ms. The quality with SpatialUpscaling is more blurred than Native. Is SpatialUpsaling usable and stable in iPhone 13 with iOS Beta 7?

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