Forum Discussion
kideternal
10 years agoProtege
Performance Improvements ETA?
The performance I'm seeing with native Oculus integration in Unity 5.1 has been poor since it was released compared to the old script-based solution. On my Nvidia GTX 970, I'm seeing ~185FPS reduced ...
kideternal
10 years agoProtege
"vrdaveb" wrote:
You mean you get 185FPS in Unity 5 without "Virtual Reality Supported" enabled and then you get 65FPS when you turn it on? ... To compare performance between Unity 4 and 5, please use U4 integration 0.6.1 and U5 utilities 0.1.0, which both work properly with the 0.7 runtime. You can use our performance HUD as documented here: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-hud/. It will tell you how long Unity is taking to render as well as other important metrics.
Thanks for the response.
"Virtual Reality Supported" is always checked. With the Rift turned-off, I get 185+ FPS in my scene. Turning it on causes framerates to drop tremendously to a third of what they were before: ~65 FPS. No anti-aliasing, and I'm using a 1080p monitor and GTX 970. I currently will need to achieve 200+ FPS with the Rift off to ensure that when I turn it on I'm at a stable 75 FPS. There's always been a framerate drop in Unity using a Rift (half?), for many reasons, but it seems much worse now using Native VR mode. (I know this, because I've been doing a lot of optimizations during the past 6 weeks, and almost all of my gains in stability vanished with the move away from Plugins to Native. It's as if Timewarp is suddenly unavailable or something worse is going on.) I haven't used Unity 4 in months; my observations are purely based on changes seen since switching Native VR in Unity 5.1 with 0.7.
I'm not currently using the 0.1.0 utilities because I don't need them. Could that cause the problem? Is there a performance benefit to using them beyond what plain-old Unity 5.1.3p2 gives you?
I'll try to find time to integrate them and provide further metrics as time allows.
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