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ridoutb's avatar
ridoutb
Protege
11 years ago

Unity Framerate locking - DK1 vs. DK2

Is something in the Unity integration (one of OVR prefabs?) locking the framerate in Unity to 60fps? I almost always get 59.35 fps.

Is it my system locking me to 59/60 or is it something in the integration? And if it's the latter, will DK2 lock it to 75?

Is there a way to test now whether I can consistently render at 75fps? I'm worried that I'll need to make serious changes to keep things looking good in DK2.

I'd be grateful to hear from anyone with knowledge on the subject.

Thanks!

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  • drash's avatar
    drash
    Heroic Explorer
    Definitely helpful to have vsync off just for the sake of quickly seeing what kind of performance you're getting. The Oculus Unity integration turns vsync on regardless of what you've specified in the Quality Settings. You can disable that by going into OVR/Scripts/OVRCameraController.cs, and there is a line of code all the way at the bottom that says:

    QualitySettings.vSyncCount = 			1;

    Just comment that out and you're good to go. When you're really pushing for optimization though, you'll want to run the Profiler to focus on reducing the *time* things take instead of purely watching the framerate.
  • Thank you, Drash. Seeing the true FPS will help know whether I need to make any serious course corrections.

    My 6yo daughter and I are big Titans of Space fans, btw!!! :D
  • "drash" wrote:
    QualitySettings.vSyncCount =          1;


    Yeah, it should be fine to comment that out if you know what you're doing with the Edit > Project Settings > Quality panel. It won't be there in the next release, but we will be syncing to vertical blanks when you enable TimeWarp, which reduces latency and is optional.
  • "vrdaveb" wrote:
    "drash" wrote:
    QualitySettings.vSyncCount =          1;


    Yeah, it should be fine to comment that out if you know what you're doing with the Edit > Project Settings > Quality panel. It won't be there in the next release, but we will be syncing to vertical blanks when you enable TimeWarp, which reduces latency and is optional.

    You guys got TimeWarp working in Unity? Nice one!
  • "diablosv21" wrote:
    "vrdaveb" wrote:
    "drash" wrote:
    QualitySettings.vSyncCount = 1;


    Yeah, it should be fine to comment that out if you know what you're doing with the Edit > Project Settings > Quality panel. It won't be there in the next release, but we will be syncing to vertical blanks when you enable TimeWarp, which reduces latency and is optional.

    You guys got TimeWarp working in Unity? Nice one!


    Agreed! I wonder though, if it will work day one of the SDK release or will we have to wait for a Unity update to unlock it?