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Razalghuul's avatar
Razalghuul
Protege
1 year ago

Quest 3 POW level stuck at 3, Passthrough + Depth API

So I have this small Quest 3 App, basically a penalty shooter, using Passthrough + Depth API + Shadows + Vulkan (as requirement for Depth)
For the 3D elements I have the goal, goal keeper gloves on the user controllers, a mascot character that shoots, and behind him a simple "screen" on a simple steel structure, this screen actually just has a couple textures to update the game progress.
I also have a couple sound effects.

When I launch it on Q3, with OVR settings I can see the power level of GPU&CPU is always at 3.....
Also the scene starts with depth api off, there I have 72 fps, if I turn on soft occlusion drops to 30-50 fps....

What I dont get is I have another VR game, that has way more 3D elements, textures, interactions, a rig on the user, and CPU pow is at 5 and GPU at 4.....

Why am I not getting higher power level on my Mixed Reality little game? here's the settings im using on the MR game, on the VR one its pretty much the same.

 


I will send this MR game to AppLab and I'm worried it could get rejected by the performance, if there's any Meta staff reading this, game starts with Depth off, and on the start menu there's a toggle to enable it, would this help with the app review ?

thanks!

4 Replies

  • Update: 

    I was using v66 on the device and v65 on meta xr sdk on unity, I just updated it on Unity and tried to compile again, will share if there's any difference 


  • UPDATE 2: So now with v66 on both sdk and device, the issue remains the same....

    • ajout4's avatar
      ajout4
      Honored Guest

      In v67 they have updated the depth api to be more efficient, and you can also use it by mixing it with hand occlusion from hand tracking