Forum Discussion
Anonymous
10 years agoNot applicable
5.1.2p2 -> 5.2.1f1 - Large Performance Loss
Long post short (i.e. tl;dr;): Avoid 5.2.1 for now. Major performance loss. I'm sure nobody will read the rest of this since Oculus Connect is happening now, but if you want more details, read on! ...
drash
10 years agoHeroic Explorer
Thanks for the heads up ccs. As always the development community is in debt to your attention to detail! The last Rift app I released (and is running really well) was with Unity 5.1.2p3, so perhaps it's close to the number you saw for 5.1.2p2.
Hard to say how much code or pipeline is shared between Rift and Gear VR for Unity's native VR functionality, but I have not yet seen acceptable performance on the Gear VR side for any Unity version so I have just continued to use the legacy Unity 4 integration on Unity 5 and that's been working out fine so far. That's obviously not sustainable long-term, so I would like to echo the pleas for a focus on stabilizing the performance of the native VR functionality in Unity.
Hard to say how much code or pipeline is shared between Rift and Gear VR for Unity's native VR functionality, but I have not yet seen acceptable performance on the Gear VR side for any Unity version so I have just continued to use the legacy Unity 4 integration on Unity 5 and that's been working out fine so far. That's obviously not sustainable long-term, so I would like to echo the pleas for a focus on stabilizing the performance of the native VR functionality in Unity.
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