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silentslack
9 years agoExplorer
Empty scene 45fps?
Hi,
I was finding my Unity scene running slow and couldn't pin it down. I've then tried just running an empty scene with only a camera and I'm also seeing 45fps?
I'm using Unity 5.5.2f1 and running native VR. I have Gtx 970 and used to running pretty complex scenes in Unity at 90 fps so not sure what is up here.
Why is there so much time in Gfx.ProcessCommands & VR.DeviceSDK? There is nothing in the scene to render so why would it struggle to hit 90fps?
Is there any known issues with 5.5.2f1?
Thanks, Jake
I was finding my Unity scene running slow and couldn't pin it down. I've then tried just running an empty scene with only a camera and I'm also seeing 45fps?
I'm using Unity 5.5.2f1 and running native VR. I have Gtx 970 and used to running pretty complex scenes in Unity at 90 fps so not sure what is up here.
Why is there so much time in Gfx.ProcessCommands & VR.DeviceSDK? There is nothing in the scene to render so why would it struggle to hit 90fps?
Is there any known issues with 5.5.2f1?
Thanks, Jake
2 Replies
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- silentslackExplorerHmmmm, just restarted Oculus using Beta: Restart Oculus and has seemed to fix my issues in my test scene and main scene. I wonder what could have caused issue there as I've seen this regularly happen.
- bharrellHonored GuestWow yeah, i'm also using 5.5.2f1 and the "reset oculus" thing doubled my fps in unity from ~45 to ~100. What's up with that!
When i hit play with the headset on my desk, i have like 400fps with 3ms in GPU time.
As soon as i put my hand in front of the Rift's proximity sensor, performance drops to ~45fps with 23ms GPU time.
(now drops to ~100fps 10ms gpu time, after doing beta->restart oculus).
I get this behavior even in empty or simple example scenes.
What starts happening after covering the prox sensor? Unity was already rendering my running scene to the Game window with headset movement tracking.
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