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Anonymous
11 years ago0.4.3 disable mirror performance issue
With this new release, I noticed when you disable mirroring in app using the 'M' key, the FPS starts nose-diving, eventually dropping below 75fps (I turn off vsync to watch it drop), and then getting into judder issues. Turning mirroring back on makes it go back to the normal fps.
Anyone else have this issue? I'm running DX11 and 4.6.0b21 (4.5.5 equiv).
ccs
Anyone else have this issue? I'm running DX11 and 4.6.0b21 (4.5.5 equiv).
ccs
12 Replies
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- cyberealityGrand ChampionDid you turn Aero (desktop composition) off? Cause that being off can cause slow framerates.
- AnonymousHi Cyber-
Running Windows 8.1, so I don't think that applies here.
It doesn't just instantly drop in framerate. It slowly gets worse and worse. I built a simple test application that starts at about 150fps, and drops steadily down over several minutes, eventually below 75fps once mirroring is turned off. It would probably keep going all the way to 1fps if I was more patient. :)
Maybe I should check memory usage when this happens to see if it is a memory leak. - GeraldExpert ProtegeThat is interesting - I see very unstable performance values myself, so far I am not entirely sure it is connected to the SDK. But I will test if the disable mirror option (which I use too) is connected.
- vrdavebOculus Staff
"ccs" wrote:
It slowly gets worse and worse. I built a simple test application that starts at about 150fps, and drops steadily down over several minutes, eventually below 75fps once mirroring is turned off.
We have seen a few reports of this (including https://developer.oculusvr.com/forums/viewtopic.php?f=37&t=16223). We are working on a fix. - lrbisoloExplorerSomething similar here.
First, the Oculus Unity Integration Guide - SDK Version 0.4.3 is wrong about "Mirror to Display", there is no option in Inspector like screenshots and no option in SDK to OVRManager.mirrorToMainWindow like the docs, but rather OVRManager.display.mirrorMode in practice.
The juddering still here! Not changed about that, and now I have problems with D3D11 in Direct Mode, just works with D3D9.
I'm using Unity 4.5.2f1. - shinymarkHonored GuestI was having judder issues with direct mode and mirror turned on. As soon as I turned mirror off (in code) the judder issues disappeared.
- drashHeroic ExplorerCan confirm that if I run a demo built with 0.4.2 or 0.4.3 SDK, turning mirroring off drops the framerate by a good chunk (180 FPS down to 150 FPS, for example). I don't recall if this was happening when I had the 0.4.2 runtime installed.
- benthroopHonored GuestI'm running fine with mirror + direct. Only issue is a little hitch about every second, but the rest of the time it's 75hz with much improved latency in 0.4.3. I'm on Win 8.1 + Nvidia 650ti
- AnonymousYeah with mirror on + direct things are running well for me with the new sdk (with a couple of tweaks). Latency is definitely better with this release! But when I turn mirror off, over time, the fps slowly drops. This can be witnessed best by turning off vsync. As soon as I disable mirror, the fps start dropping slowly over time. You might not notice with vsync on because it might take a while before you application would drop below 75fps if you have lots of headroom. A few others have reported this, and it seems like Oculus is working on a fix, so for now I just leave mirroring on.
- vrdavebOculus StaffA lot of users ran into two performance issues with 0.4.3. One of them was lock contention. Some minor timing changes on our side led to a lot of cases where TimeWarp would lock too early and force simple get/set operations to wait until the next frame, causing hitches. 0.4.3.1 (coming soon) should fix that for you. The other issue was that CPU power saving would kick in and force the app to run at 37.5fps. You can work around that by disabling SpeedStep.
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