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mdk
12 years agoHonored Guest
Judder in my Unity project
I started playing around in Unity with the idea of making a demo. The test scene i made is looking pretty good, but I can't get it to run without judder. The problem is that I have judder issues with quite many DK2 demos so I can't be sure if this is just my system or the demo itself causing it. So I'm asking if people could quickly test it and let me know if they are having judder issues as well. The demo might require a pretty good GPU in order to run properly.
Unity screenshot of the test scene:
https://dl.dropboxusercontent.com/u/27709072/unity_view.png
The demo can be found here:
https://dl.dropboxusercontent.com/u/27709072/scifi_test.zip
Unity screenshot of the test scene:
https://dl.dropboxusercontent.com/u/27709072/unity_view.png
The demo can be found here:
https://dl.dropboxusercontent.com/u/27709072/scifi_test.zip
12 Replies
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- MarbasHonored GuestTry switching your Unity project to DX11 in the player settings, then make a build to test if the judder is gone.
For me that removes the judder most of the time when running my app in direct-to-rift mode, but not always. - MarbasHonored GuestI tried your demo and get lots of judder.
FPS is about 38 as reported by the Oculus stats screen. The low fps is the cause of your judder.
I've tried forcing dx11, but that didn't help.
Try optimizing somehow your project and try again. - AnonymousHi all, i've got similar problem. I'm making some simple scene - just a plane, skybox and oculus controller. And i'm having very low FPS (dx11 enabled) about ~30fps on pretty decent rig. Using dk2 and unity 4.6 Beta.
- mdkHonored Guest
"Marbas" wrote:
I tried your demo and get lots of judder.
FPS is about 38 as reported by the Oculus stats screen. The low fps is the cause of your judder.
I've tried forcing dx11, but that didn't help.
Try optimizing somehow your project and try again.
You are right. I get around 50 fps with my GPU. I forgot that I could see the fps by pressing space in the demo. I'm wondering why there isn't any time warping happening. It should get activated once the framerate dips below 75. - moltonExplorermy understanding of timewarp is it is a method for decreasing input lag by getting the device input twice during the rendering process, I didn't think it had anything to do with smoothing frame rates. I heard Carmack during that last Oculus Rift conference talk about a system where a steady 30fps might be used instead of a juddery 50fps, etc. but I don't think any of that is implimented yet. Not sure about any of that though.
- mdkHonored Guest
"molton" wrote:
my understanding of timewarp is it is a method for decreasing input lag by getting the device input twice during the rendering process, I didn't think it had anything to do with smoothing frame rates. I heard Carmack during that last Oculus Rift conference talk about a system where a steady 30fps might be used instead of a juddery 50fps, etc. but I don't think any of that is implimented yet. Not sure about any of that though.
Ah ok!
With the consumer product being 90 hertz I hope they implement that feature. Having the timewarped 90 fps for head movement and 45 for everything else seems like something that could work reasonably well. - mdkHonored GuestBeen banging my head against the wall with unity trying to optimize the scene. It seems very hard to get the scene to look decent and at the same time get 75 fps. Deferred rendering seems to be unusable at the moment. I used a fix to get shadows to work with oculus cameras, but there is still some weird stuff happening with the lights. Right now I have setup where I use realtime lights with forward rendering and lightmaps that only have bounce lighting. I can achieve 75 fps in most places, but the bigger open room drops below if I add a Dalek model in there. The Dalek model in not very optimal for realtime stuff. I suppose I could optimize it quite a bit, but I have no idea how much it would help just to reduce the polycount. The problem is that I have very little knowledge on what helps and what doesn't when it comes to real time graphics in Unity. I use offline renderers for work stuff and I understand those rules a lot better than these.
I wish I had Unity 5 beta version so I could test the new stuff in there. It's kinda weird since I see many people testing it, but when I asked Unity support they couldn't tell me when the beta would be available. I'm a Unity subscriber so I should have access to the newest version when they become available. - moltonExplorerI wouldn't mind checking out a copy of Unity 5 either, I hope they release a beta soon. In my experience reducing polycounts help, especially if there is a mesh collider on the object.
- MarbasHonored Guest
"mdk" wrote:
Been banging my head against the wall with unity trying to optimize the scene.
Are you using occlusion-culling in Unity to optimize your scene? Since it's a scene with many interconnected rooms, occlusion culling should help with performance.
Does the decoration objects/props have high polycount? Try reducing polycount and use level-of-detail (LOD) stages to further improve the performance of your game. - GeraldExpert Protegeyour daleks look like they are very high poly - the chairs don't feel very optimized too. if all your spotlights are creating high res shadows this little scene is full of performance eaters.
try to remove the shadows first, just to judge the impact. And/Or remove the Daleks.
When going VR it is best to start with a simple scene and then add objects until your FPS fall below 80, then try to see if you can optimize your scene to make room for more content. VR is a battle for performance, not visual fidelity - and your scene looks gorgeous, but too gorgeous for VR ;)
occlusion culling should help a lot too, but you need to spend some time learning how it works.
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