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motorsep
11 years agoMember
Unity 5.2.2p1 patch is out
Kinda early release, but has some VR fixes.
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- SvenVikingExpert ProtegeI tried it, and haven't noticed any new problems so far in the editor or on Android. Freezing issues I'd been having seem like they may have been fixed after updating to this Unity version, the 0.8 runtime and the new Nvidia VR drivers.
- motorsepMemberHas anyone tried it on Gear VR ?
"Svenviking" wrote:
I tried it, and haven't noticed any new problems so far in the editor or on Android. Freezing issues I'd been having seem like they may have been fixed after updating to this Unity version, the 0.8 runtime and the new Nvidia VR drivers.
Aye, cool. How is performance ? - SvenVikingExpert ProtegeOn Android it seemed about the same as 5.2.2f1, but I haven't checked with any great precision.
- matteumayoHonored GuestI'm not sure if this is the right place to ask this, but I don't want to make a whole thread.
Is there any solution to the huge performance loss on 5.2+? (I believe it started with 5.2, apologies if I'm wrong)
I know other users reported similar loss. My simple project went from ~90 fps to 60 at best.
I wouldn't be too worried, as I figure it will be fixed eventually, however I'm participating in the Leapmotion jam that ends on Nov. 9th, and it just occurred to me that they might not fix this issue by then. :oops:
So has anyone found a fix for this performance loss? Or have there been any updates from unity? I'm quite worried, since I rely on assets that are only compatible with 5.2+ - motorsepMemberMy guess would be that Unity has to fix it, and I have a feeling it's not going to happen. So for mobile VR, Unity is slow, UE4 is slow and there isn't any other engine that can't be used for mobile VR easily. I don't know much about desktop VR, but it looks like people making stuff and releasing it.
John Carmack needs to write a lightweight, high performance game engine for Gear VR with game logic that is easy to code (C++ without any templates and other complex junk that artists have hard time wrapping heads around :roll: ) Kinda what Quake used to be (although it had QuakeC scripting) - easy to work with and add/modify game - but with tools geared toward Blender 3D and MAX/Maya. - vrdavebOculus StaffWe have observed a ~1ms performance loss on PC that occurs with our 0.7 SDK. I suspect it's an Oculus-side issue within Unity and we are working to isolate and fix it, but we aren't there yet. We are targeting a fix in the next month. Sorry, but I can't guarantee it will be available before 11/9. The last Unity version without the issue was 5.1.3p2. When the issue gets fixed, it will be mentioned in the fixed Unity version's release notes.
- motorsepMember
"vrdaveb" wrote:
We have observed a ~1ms performance loss on PC that occurs with our 0.7 SDK. I suspect it's an Oculus-side issue within Unity and we are working to isolate and fix it, but we aren't there yet. We are targeting a fix in the next month. Sorry, but I can't guarantee it will be available before 11/9. The last Unity version without the issue was 5.1.3p2. When the issue gets fixed, it will be mentioned in the fixed Unity version's release notes.
What about Gear VR ? Is there any performance loss on Oculus side and Unity 5.2.2 side compare to any previous versions that had higher performance? - vrdavebOculus StaffWe have not observed or heard about any performance loss going from Unity 5.1 to Unity 5.2 on Gear VR. Is this something that you have observed?
- motorsepMember
"vrdaveb" wrote:
We have not observed or heard about any performance loss going from Unity 5.1 to Unity 5.2 on Gear VR. Is this something that you have observed?
Not really. I just keeps seeing people report performance loss, but it's not clear whether it's on PC or on Gear VR. So I ask to make sure I am not missing something :) - SvenVikingExpert ProtegeThe main performance loss I've noticed on Gear VR was actually going from Unity 5.0.x with Oculus SDK 0.5.1, to OVR0.6.0 or Unity 5.1+ native VR support. In contrast, for me, 5.1.3p2 performance doesn't seem much different from more recent Unity versions on Gear VR.
It seems to depend a bit on what you're doing, though. Some things that used to cause a big frame rate hitch with Unity 5.0.x/OVR 0.5.1 no longer do in recent Unity versions, while scenes that used to be smooth now judder. According to the internal profiler I also seem to be getting regular torn frames even while maintaining 60fps.
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