Forum Discussion
RaveTZ
9 years agoProtege
VR.WaitForGPU killing performance in Unity3D. Very difficult to profile other issues. Video Example
Here is a video showing what the issue is
https://youtu.be/n5ngEzZSKH0
I'm trying to release an update to Vanguard V but perforance has become a real issue. The game runs at 150fps on my laptop but the framerate tanks when I touch the Oculus headset. I get these nasty yellow spikes and the FPS tanks to the 50s, even on my desktop (980 GTX TI). I then created a new scene with nothing but a camera and the default Directional Light. The framerate goes into the 800s until I touch the headset. It then tanks again to 90-100fps. This is an empty scene.
Now, if this is by "design" it has made it very difficult to isolate any real issues in the profiler. Any help would be great.
Unity 5.5.1f1 and observed in Unity 5.5.2 as well
Windows 10 x64


https://youtu.be/n5ngEzZSKH0
I'm trying to release an update to Vanguard V but perforance has become a real issue. The game runs at 150fps on my laptop but the framerate tanks when I touch the Oculus headset. I get these nasty yellow spikes and the FPS tanks to the 50s, even on my desktop (980 GTX TI). I then created a new scene with nothing but a camera and the default Directional Light. The framerate goes into the 800s until I touch the headset. It then tanks again to 90-100fps. This is an empty scene.
Now, if this is by "design" it has made it very difficult to isolate any real issues in the profiler. Any help would be great.
Unity 5.5.1f1 and observed in Unity 5.5.2 as well
Windows 10 x64
13 Replies
- Spoon420ExplorerI seem to be having a similar issue. No matter how empty a scene is, I can't seem to get more than 60fps almost like it is syncing with my monitor, instead of my headset. This Thread was 2 years ago.
- pawbabHonored Guest
I know this is quite an old thread, but in case anyone was looking for a solution that I stumbled upon, this is:
Specification: Unity 2022.3 LTS
Pipelines: URP
Build settings: PC, SteamVRWhen the problem occurred: After turning on the second camera (even on an empty stage)
What caused the performance drop: added Screen Space Ambient Occlusion in RendererFeatures.
Solution:
I duplicated AssetRenderer and disabled Screen Space Ambient Occlusion for it. In the Render Pipeline Asset, I added a duplicate AssetRenderer to the RendererList. In the second camera, in the Rendering section, I set the Renderer to the duplicate one. This allowed the first camera to have Screen Space Ambient Occlusion and the second not.This solved my problem. I hope I could help someone (even myself from the future if I forgot :D)
- mightychiliHonored Guest
Came here with a different, but related issue, where the HoloLens 2 build with MRTK 2.8.3 was showing very low FPS due to FrameEvents.xrBeginFrame and WaitForGPU. Removing an unused camera from the scene, similarly to what pawbab suggested solved the issue.
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