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Hexapuss_Steve
9 years agoHeroic Explorer
Unity 5.6.1 - Gear VR: Choppy movements in an almost empty scene
Problem: Unity 5.6.1 - Gear VR: Choppy movements in an almost empty scene. Samsung Galaxy 8+
If I create a new Unity project and add a simple moving sphere or a default particle emitter and publish to Gear VR, the resulting movement is choppy regardless of frame rate.
Has anyone else experienced this problem.
I will provide details if this is not already a known issue, as I have performed lots of troubleshooting tests already.
I'm hoping the solution is something simple like turning on a setting. I have setup my project as per the Oculus and Unity documentation.
What I would love is a bare bones, empty, pre-made unity project with all the correct settings for Gear VR set, TimeManager settings, etc.
Thanks,
Steve
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- Hexapuss_SteveHeroic ExplorerHi and thank you for your fast response.The bug link you shared with me sounds like what I am experiencing. The solution is to wait for a Unity patch that solves the issue. If you know of a different solution I would love to hear it.I have attached a profile image of my Samsung Galaxy 8+ running an almost empty unity scene. Just 1 moving default sphere, 1 default particle emitter and a directional light. All 3 game object settings are optimized.
- Hexapuss_SteveHeroic ExplorerProfiler capture Unity 5.6.1p4
Problem still exists.
Is there an option in unity, that needs to be set by me to solve this WaitForGPU issue? - sfaokProtegeI think I have the same problem. Using Unity 5.6.1p4 my app works perfectly smoothly using an S6 phone, but on S7 performance is choppy even in modest scenes. Unfortunately I don't have an S8 to test.
There were no issues in Unity 5.4.5, performance was smooth across both S6 and S7. - sfaokProtegeUpdating Android on my S7 appears to have fixed my issue, things are much smoother now. Apologies, probably unrelated to your problem.
Edit : Sorry issue is still there, not sure why performance appeared smoother after update but it was short lived. - Hexapuss_SteveHeroic ExplorerHi Imperativity,Yes, I have a dropbox link to my Unity project. I'll send this link to you privately and not publicly on this forum thread. Please tell me what email address to send the link to.Project details: Unity 2017.1, Publish to Gear VR, Test device = Galaxy 8+ (US version) with latest update as of July 16 2017.Thanks,Steve
- appl044ExplorerThis might be related.
https://forums.oculus.com/developer/discussion/52675/horribly-slow-fps-on-galaxy-s8 - JianZExpert Protegehey @stevehinan
I'm trying to profile your app, however, from what I saw, the scene is much more than "simple", there are some quite big particle sprites covering a big area of the phone screen. those are super expensive. which could be where the waitForGPU from, however, I don't see the big spikes like what shows in your screen shot ( at the menu stage ).
Can you give more information?
* which scene and which stage the problem shows up?
* have you ever tried to delete the particle effects and see the impacts?
* is it possible to repro it in a static scene instead of the full game ( hard to locate profiling point otherwise )
Also for the issue itself, just want to confirm again, on the same app, S8+ US performs much worse than S7 US?
The good news is we do found a few GPU issues on Unity 5.5.2p1 up and pushed the suggesting fix to Unity, we can expect a big gpu improvement after they are integrated, especially on Qualcomm devices, I'll update it here.
Thanks - Hexapuss_SteveHeroic ExplorerHi @JianZThank you for your quick response.2 items I am troubleshooting:1 - (RESOLVED) The previous framerate issue this thread is based on has now been resolved by upgrading to Unity 2017.1, updating my Samsung Galaxy S8+ (USA), updating the Oculus app and rebuilding the Gear VR game. The framerate has greatly improved.2 - When testing my Unity game in Gear VR and I press the Gear VR back button, and then return to the game, the framerate is slower. The profiler screenshot shows before and after the back button is pressed, and the large spike is the actual transition of using the back button, dividing the before and the after.Thanks,Steve#iloveoculus
- JianZExpert Protege@stevehinan
1. Great
2. this is interesting, just want to confirm, for the back button slow down issue, does it still exist in the project you send to us? some user report the opposite behavior ( press back button and come back will increasing FPS ), but we never got a good repro case, can you provide more information for this, like when this will happen ? menu stage? which unity version? which model (still on S8+(USA ) ?
Thank you - Hexapuss_SteveHeroic Explorer@JianZYes,The project you have reproduces this behavior every time.Answers to your questions:- When will this happen? - Repro steps on phone: Close all apps, launch game on phone, insert phone to Gear VR headset, play game (good framerate), press back button and return to game, slow and choppy framerate forever, until game is shut down and restarted. This reproduces every time.- menu stage? - This game has no menu stage, this behavior reproduces any time in the game.- Unity version 2017.1- Samsung Galaxy S8+
Note: I am using the OVRPlatformMenu script provided in the Oculus Utilities to enable the Gear VR back button.I am in San Francisco and can bring the Samsung S8+ to you for testing.Thanks,Steve
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