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Every Graphics.Blit causes RenderTexture.ResolveAA if MSAA enabled which is killing framerate.

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HTC Vive, Unity 5.4.4f1, Single Pass Stereo.

Because the amount of pixels need to render is huge, post processing is heavy on performance already. Now each Graphics.Blit requires an extra 0.14ms with 4x MSAA enabled? From profiler I see Unity is using rendertextures named "ImageEffects Temp" to do each process, is it really necessary? I thought only the VR camera needs resolve once after rendering the scene, after that, post effects only process the "resolved" rendertexture, and no more...

Every Graphics.Blit causes RenderTexture.ResolveAA if MSAA enabled which is killing framerate.

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