Spent a long time on this (since there is another issue with multiview).
Unless I am missing something, we are using multiviews as they were intended to be used. There is a small issue with texture resizing, which leads to a bit of increase in GPU, but it shouldnt influence that much.
And then I went and tested 03 - VR Presentation WebGL2 with my quest , which is the demo oculus puts on their multiview pages:
- No multiview - 18% GPU
- Multiview OVR (no antialias) - 26%
- Multiview Oculus extension - 32%
Dunno… it seems to me like multiview is a nice idea on paper, but when it comes to the extension implementation, it doesn’t fulfill its potential. It is probably due to the fact that for webvr it requires a workaround, which actually makes it work harder.
Having said that, CPU was lower when multiview were used, which kind’a makes sense - less CPU computations, more GPU computations.
I will keep on checking things and try to optimize it as much as we can, but i believe it is a more fundamental issue with multiview and webvr (which is deprecated).
WebXR should support multiview in a different and better way, I am crossing my fingers that by then we will have much better process optimization in the browser.