How to optimize volume rendering performance on Hololens 2?

HL 0 Reputation points
2023-08-21T07:43:24.9966667+00:00

Hello,

I am working on a project to display a volume render from DICOM files. Currently the render is around 60 fps on PC inside Unity Editor but I get around 10 fps on Hololens 2. I was wondering if there are any techniques to get better performance on Hololens 2. Do I have to use something like Azure Remote Rendering for this purpose or can I accomplish this without remote rendering by using some optimization on the volume rendering shader that I am using.

Currently using the volume rendering shader on this project: https://github.com/mlavik1/UnityVolumeRendering
I added empty space skipping and reduced maximum number of raycast steps but could not get a stable 30 fps yet.

Thank you

HoloLens Development
HoloLens Development
HoloLens: A family of Microsoft self-contained, holographic devices that enable engagement with digital content and interaction with holograms in the surrounding environment.Development: The process of researching, productizing, and refining new or existing technologies.
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  1. Zuocheng Wang - MSFT 3,081 Reputation points Microsoft Vendor
    2023-08-22T07:15:55.25+00:00

    Hello, Welcome to Microsoft Q&A,

    Regarding the performance issues of Unity projects, you can refer to the suggestions in Performance recommendations for Unity - Mixed Reality | Microsoft Learn.

    For projects deployed on HoloLens, you can use Device Portal for performance tracking, please refer to Performance tracing and analysis with WPA - Mixed Reality | Microsoft Learn.

    Regarding Azure Remote Rendering, you can check Azure Remote Rendering documentation - Azure Remote Rendering | Microsoft Learn to see if it can meet your needs.


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