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aurelien's avatar
aurelien
Honored Guest
10 years ago

Unity 5.1.1p2 OVR 0.6.0.1 - GearVR performances

Hi all, my GearVR project was running at constant 60fps with Unity 4.6 OVR 0.5.
I recently tried to switch to Unity Personal 5.1.1p2 OVR 0.6.0.1, the same project is now running at 30fps.
I attached a profiler screenshot showing huge Gfx.WaitForPresent spikes.
I tried both OVR package and built-in VR support with similar results.

Does anyone have any clue?

7 Replies

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  • Anonymous's avatar
    Anonymous
    I am experiencing a similar issue, and it seems that asynchronous time warp isn't working either
  • ludotex's avatar
    ludotex
    Honored Guest
    Yup same here, was running fine with unity 5.0, smooth 60 fps, now it's awful with 5.1
    Upgrading to oculus 0.6 didn't change a thing, so i think it's a unity problem.
  • "ludotex" wrote:
    After further investigation:

    The slowndown is starting in unity 5.0.3

    Unity 5.0.2 is fine


    Thanks for your feedback, which exact Unity build did you try with?
    Unfortunately for me under Unity 5.0.2 patch4 with both OVR 0.5 and OVR 0.6, I get those same spikes in the profiler...
  • vferguson's avatar
    vferguson
    Expert Protege
    WaitForPresent is the CPU waiting on the GPU. I notice you don't have GPU Profiling on but I suspect you'll find the real culprit there.
  • Anyone have any luck on this? We're having the same problem. We're trying to get the build running on our new S6 (TMobile SM-G920T). Using both Mobile SDK 0.5.0 and 0.6.0.1:

    Unity 5.1.1 runs at 25 fps on Note 4. Haven't tried with S6.
    Unity 5.0.2 runs at 50 fps on Note 4. Builds crash on S6.
    Unity 4.6.7 runs at 50 fps on Note 4. Runs fine on S6.

    Downgrading to 4.6 has other problems though so it's not really a viable option for using the S6.
  • Same problems with 5.1.2. Anyone make any progress or find anything on this end?