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gavin_prior's avatar
5 months ago

low frame rate using Unity 6

Well, I am stumped.

I decided to update a project from 2022.3 to unity 6.  I have a simple Scene with 4 walls and windows, 4 lights (all baked) and a couple of VERY simple animations.  I am using:

* the mobile settings for urp

* Occlusion

* All textures are 512 so well below the standard

* Baked lighting

I had this working fine in 2022.3 at 72 fps, but now I seem to be stuck at 15 fps in the headset.

Looking at stats in the editor I am running no more than 300tris so again, well within tolerances.

Does anyone have any suggestions?

5 Replies

  • A simple fix (I think).

    Dynamic Resolution in the OVR Manager was for some reason set to 1.6 on the max instead of 1. Frustrating as I have no idea when I did that but it would have been at least six months ago during early development (and not looking at frame rate etc).

    See Dynamic Resolution for an explanation. It was only by chance that I figured it out today(!) by building a completely fresh Scene with nothing in it but a Plane and the Camera rig that I copied from my other Scene for speed. It still came in around 40 fps when looking at the plane, so it had to be a setting within the camera. A new camera confirmed it. What a pain.

  • Now then, i've carried on setting up my second scene which is a bit bigger (it's a classroom) with more game objects in (I've optimised / occluded / baked lighting / etc!) but it seems to be dying when I have Dynamic resolution turned on(!).  If I turn it off completely I get a steady 72fps.  With Dynamic resolution set to min and max as 1 it dies down to 40ish fps!

    What is going on!?

  • Hey there, I am seeing the exact same problem in my project. Just moved to Unity 6 from Unity 2021. When dynamic resolution is turned on I get extremely high GPU utilization all the time and the resolution drops drastically in places that, if the feature were off, would remain at a consistent framerate. I am testing on a Quest 2, let me know if you find anything out.

    • gavin_prior's avatar
      gavin_prior
      Protege

      Hi.  After extensive research(really!), I found out that frame rate does/can go DOWN when turning dynamic resolution ON while testing, so it's a false flag essentially from what I can tell.  I ended up launching without it switched on if I remember rightly.  It's live and doesn't seem to be a problem in resolution soo.. ğŸ™ˆ

       

      You could always assume that's the issue and turn it off while testing and turn it on for launch versions - though I can't guarantee that it will be working as expected it's worth a try if you can afford to wait for feedback and turn around another version quickly.

  • Anyone at Meta? 
    Enabling dynamic resolution uses a lot of GPU ressources in Unity 6

    Even on an light scene the FPS falls just by having Dynamic resolution on; EVEN IF min is set to 1 and max is set to 1 (so it shouldn't even change at all the resolution)

    I guess the algorithm behind to read the performance is at fault.