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pbmouse's avatar
pbmouse
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7 years ago

The Go is such a beast.

After working on heavy optimizing in Unity and turning on OVR Metrics in my Go and playing around with it in Oculus Rooms, some popular action games, and the Netflix app, it looks like lots of things are running CPU and GPU 4/4(5?!) constantly. The battery drain and heat from cpu/gpu 4/4 at +50% use levels constant is pretty brutal, and initially shocking, but fully understandable for what the hardware is actually accomplishing.

It's clear the Go can comfortably pump out half a million verts to over a mill verts just fine at 72hz if optimized a bit when using CPU/GPU level 4/4 and FFR High.

That is mind blowing to think about.

But... I watched a couple of Remi's presentations on optimization for the Go, and I sort of interpreted the special Go specific CPU/GPU 4/4 levels were not designed to be used at a constant, but as a nice cushion for loads or transitions or any unavoidable draw call spikes, or for short bursts for impressive effects, etc, so Go devs should really be targeting CPU/GPU level 3/3 or below for constant draw? I notice the heat and batt draw climbs fast when the GPU is at level 4+ constant.

Getting overheating warnings in my Go while using Oculus Rooms might be answering my question about running with constant 4/4 & 4/5 - no bueno.

Testing in Unity 2018, I've managed to get levels 3/3, 4/2, and 4/3 constant around 500k-750k verts and 50-100 draw calls with FFV on low or medium  - which seems like the sweet spot basically showing the Go platform threshold targets for verts/tris in OVR Profiler are VERY low suggested bounds once you start optimizing decently.

Maybe someone else wants to report their optimization and performance findings for the Go?

Are any devs actually targeting or optimizing for a million+ vert scenes? It seems possible for experienced and advanced devs doing custom rendering or native builds.

Another cool thing is that the Quest has a cooling fan, and that an 821 (Go) vs an 835 (Quest) snapdragon is about a 30% upgrade across the board - in process power, heat, and power consumption.

It appears that level of performance gain is literally the missing overhead Oculus Rooms would need to run perfectly smoothly and frosty.

I wonder if that's a coincidence. :D




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