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RiskyCrash's avatar
RiskyCrash
Honored Guest
3 years ago

Hello VR Project Failing VRC.Quest.Performance.1 on startup

I recently submitted a game to the Meta Quest App Lab, and it was rejected for failing VRC.Quest.Performance.1, which means the frame rate dipped below allowable levels. When watching the app using the MQDH Performance Analyzer, it showed that a drastic frame drop occurred at the instant the app was launched- before/as the Unity splash screen is shown. In an effort to understand this issue, I built the "Hello VR" introductory project described here: https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/. When profiling this incredibly lightweight application using the Performance Analyzer, I still had  performance-check-failing lag at application startup. 

I feel like I am missing something- what is the standard way to launch Unity games that does not result in frame drops? In my game I am using oculus splash screen and a lightweight initial loading scene, but it has not resolved the initial lag.

 

This is a screenshot of the Performance Analyzer running the "Hello VR" app. 

 

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  • This shouldn't be the case I think something similar is happening to me too. It's been almost 4 months and 18 version builds submitted and I've been rejected by performance 1. I've also been using the MQDH Performance Analyzer and in the meta dev docs it explains that loading screens are an exception for low performance in framerate. but of course the MQDH Performance Analyzer will still flag all apps even official meta apps during the loading screens and throughout the gameplay regardless of app. I've been testing it a lot and the performance flag sometimes even pops up at the home menu before I even launch the app. At this point I've optimized every part of my game then stripped almost every feature just to get random performance flags every once in awhile even when there is nothing intensive happening in game because I got rid of it all. I think something changed in the review process were your app might just be flagged for performance no matter what you do and its so sad because at this point I could have been done with the app and making another one already but instead I'm wasting months of my time and money just tearing apart my game so I can pass this seemingly unnecessary standard, because many approved official meta apps are running worse then mine at this point.

    • dani.daortiz's avatar
      dani.daortiz
      Honored Guest

      Is sad, they force us to publish in sidequest, only for that problem 😞

      • Benny-_-'s avatar
        Benny-_-
        Explorer

        Yeah I saved up money for years, learning UE4 in my free time just so I can spend 1 year working full time by myself on game development for Oculus and it feels like I've been forced to waste almost half of that time just on the review process and I still haven't passed but the screwed up part is that I made a test app before I started working full time on it. That app ran poorly 40 - 50 fps and passed with no problems. So when I planned my finances and schedule around my time for full time game development I assumed with good reason that the review prosses wouldn't take this long because I had done it before and planned around it this time, but here I am with 4 month left and an incomplete game.