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Smiggy's avatar
Smiggy
Honored Guest
10 years ago

Native VR: Inconsistent Framerate

Has anyone else run into seemingly persistent issues with maintaining a consistent framerate post 5.1.0 ish?

So far it seems to linger for me around 72 - 82 fps, with the occasional but noticeable dip into the low 60s. Resulting in undesirable jittering.

Regardless of what's in the scene, the range of framerate stays the same. As if it's being hampered by something like VSync (which is disabled).

My project has been on version 5.1.0 through most of this endeavour, but after I read a few threads saying that the performance had been upped in patch 5.1.2, I updated.

Early results, immediately after the update were promising, as my test scene, which is composed of a few clustered together buildings, yielded a much higher framerate (100+). Regardless of any realistic number it could probably have been, it was stable and I couldn't notice any jittering with the headset on.

Whether I removed the buildings in the scene or not, the framerate was always consistently high.
Which made me brave enough to jump into a more complex scene.
The main difference there being that the buildings were placed dynamically during runtime (during initialization). but otherwise similar in weight.

As soon as I did, the framerate jumped back to the original 72 - 80 range with the occasional dip. As if the update had made no difference.
I assumed this was due to the complexity of the scene I had just tried. But after jumping to the test scene, I've found that not to be the case, since the framerate didn't change. It peaks at 82, and occasionally dips to 60 ish. Never reaching the same heights as when I had just updated.

TL;DR:
Framerate is seemingly hampered around 72 - 82 fps. Seems to occur under certain conditions and stay that way from that point on.

Video Card: GTX 970
Unity Version: 5.1.2p2
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