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delphinius81's avatar
delphinius81
Rising Star
10 years ago

Single pass rendering FPS issue

We have a user of our app that is experiencing a rather unique issue. He claims the app is locked at 45 fps when trying to run our application on his PC. We have a computer that uses the same graphics card as him (radeon 480) that does not have any issue when running the app. His graphics drivers are up to date. Unity logs didn't report anything out of the ordinary.

We thought maybe there is something with the single pass rendering option in Unity 5.4 that could be associated with the problem, but given the updated video drivers on the user's end, I'm not really sure about that. This is the first time I've come across a FPS problem that was uniquely locked to half the target FPS of Rift apps, which is why I think it's something very specific to his hardware/configuration, but I'm at a loss for where to begin diagnosing the problem.

So, has anyone encountered anything like this before?

5 Replies

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  • Fulby's avatar
    Fulby
    Heroic Explorer
    You'll get 45fps if his PC consistently can't make 90fps. The headset doesn't have an equivalent to Gsync so if you miss the target 90fps you update every second refresh of the panel, so get 45fps. If his graphics card is the same, have you checked his CPU?


  • His CPU meets the minimum specs, and is the same as is in our developer machine with the radeon. It's possible he has too many programs running in the background affecting cpu performance. Getting more info from him about that.

    Our app passed the Oculus technical performance tests, so in an ideal case there shouldn't be a problem. However if it's a minimum spec machine with lots of other things running at the same time, I can't say there wouldn't be an issue. In any case, thanks for the info on why it's a drop from 90 to 45 fps.
  • If you're updating from 5.3 to 5.4, you may need to re-optimize to hit frame rate on the same machines. We are getting reports of a possible performance regression in Unity 5.4, but we're still narrowing down the cause.
  • This was the first performance problem we've heard of amongst our PC users, all of whom were testing with a 5.4 build. We did all our performance optimizations on 5.4. We use an AI plugin that's pretty cpu heavy, but it hasn't caused problems for anyone else yet.

    I thought the performance regression was related to GearVR, does it apply to Rift builds too? Or is this is a different issue.
  • I have only heard of 5.4 being slower on PC, but I wouldn't be surprised if it affected Android, too. We should have more detail soon.