Forum Discussion
rje
12 years agoProtege
All unity builds running at 60fps?
Has anyone been able to get their project to run at 75fps?
I've tried running both a build of my game and a build of the unity tuscany demo on the DK2, and they both lock to 60fps instead of 75. I've checked the refresh rate settings in both the windows monitor preferences and in the nvidia control panel, and they both say 75Hz. Is there some other setting that I've missed?
Worth mentioning that it's not a performance issue, if I turn off vsync they both run at several hundred frames per second.
Other info:
Windows 8.1 x64
DK2 is in extended display mode
DK2 is secondary monitor, 1920x1080, 75Hz
Unity is set to vsync on every vblank
Using Unity 4.5.2p2
I've tried running both a build of my game and a build of the unity tuscany demo on the DK2, and they both lock to 60fps instead of 75. I've checked the refresh rate settings in both the windows monitor preferences and in the nvidia control panel, and they both say 75Hz. Is there some other setting that I've missed?
Worth mentioning that it's not a performance issue, if I turn off vsync they both run at several hundred frames per second.
Other info:
Windows 8.1 x64
DK2 is in extended display mode
DK2 is secondary monitor, 1920x1080, 75Hz
Unity is set to vsync on every vblank
Using Unity 4.5.2p2
11 Replies
Replies have been turned off for this discussion
- vrdavebOculus StaffI may have seen this too. If you wait a few seconds, does the app eventually jump to 75Hz? What NVIDIA GPU and driver version do you have? I can no longer reproduce it, but it was happening about 2 months ago on my 780ti and looked a lot like GPU driver misbehavior with power throttling.
- rjeProtegeI waited for a full minute and it stayed at 60fps, more info:
Running GeForce 340.52 driver
GPU: GeForce GTX 770
I was curious if which display is marked 'primary' would have any effect, and sure enough if I set the DK2 to the primary display my builds run at 75fps instead of 60fps. This is obviously not ideal since new windows show up on the DK2 desktop instead of my monitor, etc. But it's enough to keep going for now.
Any thoughts of how to make it work without setting the primary display? - vrdavebOculus StaffHave you seen the issue with direct display mode? If you have multiple regular monitors, you'll have to unplug one for now to avoid judder on the DK2.
- rjeProtegeIf I set the DK2 to be in direct display mode (instead of extend desktop) none of my unity builds work as intended. They show up as a window on my monitor and my DK2 screen stays black.
I don't have a second monitor plugged into the machine right now, it's just a single monitor + the DK2. - vrdavebOculus StaffThat's odd. If you open Task Manager (CTRL+Shift+Esc), do you see OVRService running? Do you see any errors in the app's output_log.txt file?
- rjeProtegeOVRService_x64.exe is listed in task manager.
Here's the output_log.txt while running the tuscany demo build when the DK2 is set up for direct access:
Initialize engine version: 4.5.2p2 (29826fd0f317)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 9.0c [nvd3dumx.dll 9.18.13.4052]
Renderer: NVIDIA GeForce GTX 770
Vendor: NVIDIA
VRAM: 3995 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
d3d: creation params: flags=44 swap=1 vsync=80000000 w=314 h=211 fmt=21 bbcount=1 dsformat=75 pflags=0
d3d: failed to create device [queried technique not available]
D3D9 initialization failed
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.0]
Renderer: NVIDIA GeForce GTX 770 (ID=0x1184)
Vendor: NVIDIA
VRAM: 3995 MB
Begin MonoManager ReloadAssembly
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\src\tuscany\builds\win\tuscany_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\src\tuscany\builds\win\tuscany_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading C:\src\tuscany\builds\win\tuscany_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
- Completed reload, in 0.038 seconds
<RI> Initializing input.
<RI> Input initialized.
desktop: 2560x1440 59Hz; virtual: 2560x1440 at 0,0
WARNING: Shader Unsupported: 'Hidden/TerrainEngine/Details/BillboardWavingDoublePass' - Pass '' shader state not supported
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\Boo.Lang.dll (this message is harmless)
Going to Window
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\System.dll (this message is harmless)
And here's the output_log when running in extend desktop mode with the DK2 set to primary:
Initialize engine version: 4.5.2p2 (29826fd0f317)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 9.0c [nvd3dumx.dll 9.18.13.4052]
Renderer: NVIDIA GeForce GTX 770
Vendor: NVIDIA
VRAM: 3995 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\src\tuscany\builds\win\tuscany_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\src\tuscany\builds\win\tuscany_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading C:\src\tuscany\builds\win\tuscany_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
- Completed reload, in 0.027 seconds
desktop: 1920x1080 75Hz; virtual: 4480x1440 at -2560,0
<RI> Initializing input.
<RI> Input initialized.
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\Boo.Lang.dll (this message is harmless)
Going to Full-Screen
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Platform assembly: C:\src\tuscany\builds\win\tuscany_Data\Managed\System.dll (this message is harmless)
The thing that jumps out is the initial failure to create a context in the direct HMD mode, and then it reverting to a dx11 context for my monitor. Any thoughts? - vrdavebOculus Staff
"rje" wrote:
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
d3d: creation params: flags=44 swap=1 vsync=80000000 w=314 h=211 fmt=21 bbcount=1 dsformat=75 pflags=0
d3d: failed to create device [queried technique not available]
That sounds like a bug on our part. I'll let our driver guys know about it. You may want to get in touch with NVIDIA developer support (devsupport@nvidia.com) about the 60Hz judder. - PoddenProtegeRadeon has it, too.
Fraps shows me 60 fps. Builded Unity 4.5.2p2 Project.
DK2 is in extended mode (DirectToRift throws an exception and won't start) and 75hz.
Running Catalyst 14.4, WIndows 8.1
The UnityConfigUtil Demoscene runs at 75hz in extended mode and low persistance is active. Unity builds running at 60hz suffer from extreme juddering when starting in 75hz but in 60hz low persistance seems to be deactivated. - vrdavebOculus Staff4.5.2p2 came out after 0.4.0 and it looks like there was a regression there. I've reproduced the judder and I'll see what we can do about it.
- PoddenProtegeOkay I've found a workaround. Making the Rift the primary monitor Unity now uses 75hz for VSync. It's not the ideal solution cause programs starting in Window Mode coming up on the rift but it works.
Also someone on reddit mention the software "Radeon Pro" to force the graphics card into 75hz vsync but that didn't seem to work for me.
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