Forum Discussion
Itsinthemind
11 years agoExpert Protege
Unity 5 dramatic framerate drop
I just transported a project which was running rock steady at 75 fps when developed in Unity 4.6 and now, without changing any parameters other than reimporting OVR, the frame rate has dropped down to a miserly 45 fps. Has anybody else had similar problems with the new Unity5 and what did you do about it or what can be done? (not using any of the new lighting or shader systems etc)
10 Replies
- StankiemHonored GuestNot had any problems like this, nor have I seen of any.
You're not getting errors?
Any plugins not working?
what's the profiler say is taking so much time? - SamxFisherExplorerI have the same problem.
With Unity 4.6 I was using the OVRPlayerController (the OculusUnityIntegration 0.4.4, everything went well, but with Unity 5 launch, and the new Unity VR compatibility, and all the scripts errors I got with the oculusUnityIntegration pack, I decided to remove it and make my own playercontroller, a simple controller, impossible to make it simpler, but Ive notice a lot of bad things about it.
1. Serious framerate problems, and continuous stuttering
2. No longer can see the relief on materials with heightmap applied, just see a completely flat material and heightmaps only applies a "distortion" to the texture but not height.
and more things not important.
the thing is, with unity 5, if I switch back to oculus 0.5 runtime, delete the camera controller, and import again the OculusUnityIntegration 0.4.4 (without rebuilding the scripts to evade tons of code problems) everything works smooth and fine.
So definetly, there is a problem with something, or Unity 5 Virtual Reality Supported option in the Player Settings, or with Oculus 0.7 Runtime, or maybe, with the combination of both. - SamxFisherExplorerI just made a test, creating a blank project in unity 5.2.1p4, the last one, and Oculus runtime 0.7.0.
Just placed a simple plane and box, activate vr in player options and play.
That should work perfectly smooth, and it is, but, I've noticed if I turn my head left to right, left to right (slowly) but always keeping my sight at the cube, I can see a "jump" or a tiny head movement stuck, one every 2 or 3 seconds (depending in how fast I turn my head left and right).
If I try this into the configuration Oculus Runtime Demo, it NEVER happens.
so probably oculus is not working properly in unity 5. - cyberealityGrand ChampionCan you provide these log files: viewtopic.php?f=34&t=23521
- owenwpExpert ProtegeBugs aside, having your framerate drop in half is not necessarily a significant difference in performance, thats just how VSYNC works. You should look at the profiler to see exactly how much of a difference there is, and where it is.
Unity 5 also has a lot of stuff on by default that doesnt exist in Unity 4, like realtime GI. To get the lighting to work exactly like in Unity 4, you need to change a bunch of settings in the lighting menu. - LivendaHonored GuestThis is not acceptable, the performance drop is significant and unjustified. 2000fps without VR -> 49fps with :?
Does not make sense, would love an explanation...
eg, without using VR, if we duplicate our cam (custom stereo cam) and display both SBS (together with a few identical effects on each) the performance is about Half , No where near as bad as enabling VR.
Cheers,
Livenda - owenwpExpert ProtegeNobody can explain unless you profile your game and find out the source of the performance loss. It could be literally anything.
- LivendaHonored GuestHi,
It doesn't take the profiler (or a genius) to establish there is a MAJOR issue, it should not be slowing down that significantly period (not on our test machine, Titan X). My suggestion to Oculus, there aren't hundreds of engines to target, there are primarily three, so it doesn't take much to be specific for each. Do not do a system that is so generalized for the future (yet!), look at the performance issues specifically for each engine, UE4, UT5 and Cryengine.
Cheers
Michael - enzeddaExplorer
"Livenda" wrote:
Hi,
It doesn't take the profiler (or a genius) to establish there is a MAJOR issue, it should not be slowing down that significantly period (not on our test machine, Titan X). My suggestion to Oculus, there aren't hundreds of engines to target, there are primarily three, so it doesn't take much to be specific for each. Do not do a system that is so generalized for the future (yet!), look at the performance issues specifically for each engine, UE4, UT5 and Cryengine.
Cheers
Michael
Well said!
I don't think it takes much of a genius to realise Oculus are now having huge problems with their toy.
They even seem to be relying on folk such as yourself to not only debug but also fix their bad work.
One might think they might be excused because of the upcoming CV1, but it's very bad form indeed to be carrying on like this.
Updates and fixes and "new" versions of their software have been bad news and mostly unworkable for some months now.
For me it gives no confidence that the commercial version will be any different. Well at least for many years to come. :( - thewhiteambitAdventurer
"enzedda" wrote:
"Livenda" wrote:
Hi,
It doesn't take the profiler (or a genius) to establish there is a MAJOR issue, it should not be slowing down that significantly period (not on our test machine, Titan X). My suggestion to Oculus, there aren't hundreds of engines to target, there are primarily three, so it doesn't take much to be specific for each. Do not do a system that is so generalized for the future (yet!), look at the performance issues specifically for each engine, UE4, UT5 and Cryengine.
Cheers
Michael
Well said!
I don't think it takes much of a genius to realise Oculus are now having huge problems with their toy.
They even seem to be relying on folk such as yourself to not only debug but also fix their bad work.
One might think they might be excused because of the upcoming CV1, but it's very bad form indeed to be carrying on like this.
Updates and fixes and "new" versions of their software have been bad news and mostly unworkable for some months now.
For me it gives no confidence that the commercial version will be any different. Well at least for many years to come. :(
IMHO, it would be straight forward stupid to just target three major engines! Just don't do major shit in the SDK/Runtime suffices. Targeting just three major engines would kill any serious development and would leave Oculus Rift development to some script kiddies doing B-Class indiegames - this would be an instant death for Oculus VR since I would cheerofull jump on any other bandwagon once other devices are available. Really, don't be that stupid - having bugs in the Runtime is bad, but when you recognize them in unity don't call for a specialized fix for that engine when something is broken in general!
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