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mgc90403
12 years agoHonored Guest
v0.4 kills framerate by 50% or more
So I just switched a project up to v0.4 and my framerate has dropped to ~30fps down from a solid 60. What's particularly curious is switching my anti-aliasing levels has no impact -- something must be hardcoded somewhere, but I'm not familiar enough with this all to know.
Anyway, apologies for what's surely a redundant thread, but I've looked through a number of discussions and don't find a succinct commentary. Are folks generally seeing a huge slow-down with v0.4? What are you doing to mitigate it?
THanks very much
MC
Anyway, apologies for what's surely a redundant thread, but I've looked through a number of discussions and don't find a succinct commentary. Are folks generally seeing a huge slow-down with v0.4? What are you doing to mitigate it?
THanks very much
MC
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- CubicleNinjasProtegeRandom thoughts...
You may want to check out the scale on the RenderTexture on the OVR.
Please correct me if I'm wrong all knowing internet, but my understanding is that this allows you to scale the render target/display resolution. By scaling this up or down you can quickly alter performance too. It may be defaulting higher than 1, meaning you're packing more resolution that you need*.
*Now, frankly, more resolution does look much better. But if you're hitting 30fps after 60fps, then it would be worthwhile to adjust this just to see if you can get it closer to.
Also, I know that Multisample Anti Aliasing was having issues in Forward rendering in 0.3.2. Might be the case here? - bcoyleAdventurerAlso look at trying combinations of DX11 on/off & Timewarp on/off. As well as Direct to Rift vs Extended mode.
When I initially switched I was seeing low frame rates as well - then after following the Unity integration pdf, and making some tweaks, I was able to bring the fps up to a solid 75fps. Although other users are still experiencing judder. (I'm working on a low end laptop machine, so its not a hardware issue if even I can reach 75fps in my demo) - mgc90403Honored GuestThanks for the comment.
I tried adjusting the texture size but got no speedup, even as I reduced the render texture to .1. Something else is clamping the frame rate... Weird stuff. (If I set the render texture up to 4, I finally see the frame rate drop below 30)
I'm also getting some weird screen space issues with shadows - like the shadow pass is getting rendered to a smaller frame, then multiplied onto a larger frame without scaling up. More weird stuff. - mgc90403Honored GuestUnity refuses to let me switch the project to DX11. It says it's going to re crunuch all the maps, then does nothing. At that point the game runs with no visuals.
Turning off time warp also yields a blank screen...
I had a pretty rocky install of v0.4 - had to reinstall the runtime before the direct render worked at all. Also had a glitch (now gone) where the health warning would never shut off (also gone on reinstall). Neither of these affected the frame rate though. - bcoyleAdventurerThere might be something going on with the Oculus SDK for Windows. Both my home and work machines are running my demos smoothly, but I was having issues initially. And I believe on both machines I did several installs/re-installs of the SDK before everything was straightened out.
You updated the Rift firmware as well, correct? - mgc90403Honored Guest
"bcoyle" wrote:
You updated the Rift firmware as well, correct?
Actually I don't have the DK2 yet - I was tyring to get a demo prepared to distribute on the forums here. (I'm on an HD prototype in the meantime.) Hadn't imagined the absent firmware update would cause such a slowdown. - bcoyleAdventurerAt this point, I wouldn't rule anything out. I was getting crash dumps from a demo I put together when the USB wasn't plugged in from the rift. I haven't tested the DK1 with the new SDK. It's a good question, is all of this supposed to be backwards compatible? I'd assume since they're dev kits, that the old wouldn't work with the new software as things evolve. I could be wrong.
I also get a black screen when previewing within Unity. My workflow at the moment requires building and viewing direct to rift within the headset. But I've seen others on the forum find workflows to allow for viewing their progress within Unity.
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