Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
Zubz's avatar
Zubz
Explorer
10 years ago

How do I fix this jitter problem? (using gearvr)

Jitter problem happens with samsung gear. I created a scene with Maya utilizing cubes and spheres for Unity. It continued even though standard unity shader was on as well as untransformed cubes and spheres were used at Maya. I tried to clear the UV map and went through other various trials, but the problem would not cease. I wonder if there is any solution to this issue.

Project file > 
https://www.dropbox.com/s/8alwjvsfz2a8sj0/Jitter_test.zip?dl=0

8 Replies

Replies have been turned off for this discussion
  • My guess would be poor performance. Can you share the output of "adb logcat"?
  • logcat attached. The issue seems to be lighting related , when I use unlit textures there is no jitter, when I use standard the jitter/lag is quite bad, baking the lightmaps seems to help a little but the jitter is very much there. What's the best way to share a unity project so others can maybe take a look. TIA.
  • That log doesn't contain information from your VR app. Can you re-run the app and then re-run "adb logcat" right afterward?
  • attached two logcat outputs and the zip'd unity project (load the test.unity scene) ; using 5.5.0b6 and S6edgePlus with the gearVR.
    logcat1023.txt = running adb logcat once the apk is installed to the gearVR via adb thru unity's build&run cmd.
    logcat1023_1.txt = unplugged the usb and tested the app for jitter (which is there) and then plugged it into the comp and ran the adb logcat.

  • It seems I'm hitting some kind of mem limitation with the shadow maps; when I bake the shadows instead of using realtime shadows the performance is much smoother ie little jitter. Maybe there is some other setting I'm missing.
    What's the best way to check if the app is gearVR ready besides the 60fps, is there a geometry, shadow map size (how many mb) etc, checklist one can use check against?
  • Anonymous's avatar
    Anonymous
    Realtime shadows are very expensive for GearVR. Lightmapping is the way to go. 

    Please enable Unity's internal profiler (Player Settings > Other Settings [Optimization] > Enable Internal Profiler) and make a development build (checkbox in Android's build settings). That way you can see performance measurements while running adb logcat.

    Here are some limits, copied from this blog post:
    • 50 – 100 draw calls per frame,
    • 50k – 100k polygons per frame,
    • As few textures as possible (but they can be large),
    • 1 ~ 3 ms spent in script execution (Unity Update()).
  • Anonymous's avatar
    Anonymous
    Realtime shadows are very expensive for GearVR. Lightmapping is the way to go. 

    Please enable Unity's internal profiler (Player Settings > Other Settings [Optimization] > Enable Internal Profiler) and make a development build (checkbox in Android's build settings). That way you can see performance measurements while running adb logcat.

    Here are some limits, copied from this blog post:
    • 50 – 100 draw calls per frame,
    • 50k – 100k polygons per frame,
    • As few textures as possible (but they can be large),
    • 1 ~ 3 ms spent in script execution (Unity Update()).
  • Anonymous's avatar
    Anonymous
    Yes, as above, best to stick to baked lighting and blob shadows.

    Another excellent resource: https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-mobile-performance-intro/