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IanMorrison
11 years agoHonored Guest
Anyone having performance problems with 5.1
I recently switched to using Unity's built in VR integration from the Oculus SDK, and it seemed like there's a substantial performance degradation in doing so. I was able to consistently hit 75Hz in standalone VR builds before, but now that's very difficult to hit, even after upgrading my Oculus runtime to 6.0.1 for the queue ahead functionality (which DID help a bit).
I made a thread on the Unity forums (specifics from my profiler results are in there), but so far nobody has a solution or explanation for me. I'm not sure what's changed, but both my CPU and GPU are both sitting idle most of the time and don't really appear to be parallelizing well.
Anybody else seeing this loss of performance? Anybody have any idea what might be causing it? Ideally, I'd like to stick with the Unity VR implementation, as it's a lot simpler to manage and is more likely to be compatible with multiple headsets.
I made a thread on the Unity forums (specifics from my profiler results are in there), but so far nobody has a solution or explanation for me. I'm not sure what's changed, but both my CPU and GPU are both sitting idle most of the time and don't really appear to be parallelizing well.
Anybody else seeing this loss of performance? Anybody have any idea what might be causing it? Ideally, I'd like to stick with the Unity VR implementation, as it's a lot simpler to manage and is more likely to be compatible with multiple headsets.
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- vrdavebOculus StaffIf you're using the Oculus Unity integration, you currently need to disable it when using Unity's built-in Oculus support. Unity may be auto-disabling its built-in VR support because it has found the legacy OculusPlugin in your project. If that's the case, it still isn't using queue-ahead. In the near future, we will release a utility package that gives you updated versions of OVRCameraRig and other scripts that work with Unity's built-in VR. That will let you upgrade your project and benefit from new features like queue-ahead. Also make sure you only have one active Camera in the scene with its targetTexture set to null. If you have more than one, it's possible Unity is spending time rendering images you can't even see.
- IanMorrisonHonored GuestI think I've got all that covered. I followed Unity's instructions for the upgrade and removed the old camera rigs and the old plugins/Oculus folder. There's only a single camera without a render target in my scene (there's a second one rendering to a render target, but I don't think that should be a problem?)
- jmorris142ExplorerI have also noticed issues. A clean install of everything with never including anything from the OVR package, just unity Cameras. Copying just mesh and level data from a previous version of levels and recreating controllers, fx, AI, Lighting, Audio and characters from scratch. Most of my old scenes seems to be running less smoothly but are also way more optimized. I can't pinpoint anything in particular but, yes something seems off to me. (That is the depth of my technical assessment unfortunately :)
Love the ability to use Unity Cameras, everything is great otherwise, thanks for the new features.
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