Forum Discussion
SvenViking
10 years agoExpert Protege
Ways to avoid tearing on Gear VR?
In his Mobile SDK talk, Johannes explains quite a bit about screen tearing on Gear VR, but I didn't really understand how it should be avoided. I'm seeing reasonably frequent tearing in my game while ...
SvenViking
10 years agoExpert Protege
Thanks again. I think I'm doing most of that (shaders are vertexlit or unlit with lightmaps, textures have mipmaps and ASTC compression, GLES 3.0 is used). I am using blended textures on the terrain, but the tearing was occurring before I added that. Eye texture resolution is the Unity default.
Thanks also about the Scene view modes -- I hadn't thought of checking those. I don't notice anything obvious other than the tiling wallpaper texture being higher-res than necessary (is that likely to pose a problem? Note that it's the correct resolution when looking at the wall behind the player, but I could arrange something to deal with that), and that all the game objects are necessarily concentrated on the table where gameplay occurs. There are a couple of things I can still do to reduce draw calls, though. If necessary I can reduce the number of trees, just unfortunate since the game runs smoothly overall (and ran even faster with past Unity/SDK versions).
Edit: Sorry, missed your second message. I'll double-check that. Throttling levels were at 2,2 last I checked.
OverdrawView.jpg
RenderPathsView.jpg
mipmapsview.jpg
Thanks also about the Scene view modes -- I hadn't thought of checking those. I don't notice anything obvious other than the tiling wallpaper texture being higher-res than necessary (is that likely to pose a problem? Note that it's the correct resolution when looking at the wall behind the player, but I could arrange something to deal with that), and that all the game objects are necessarily concentrated on the table where gameplay occurs. There are a couple of things I can still do to reduce draw calls, though. If necessary I can reduce the number of trees, just unfortunate since the game runs smoothly overall (and ran even faster with past Unity/SDK versions).
Edit: Sorry, missed your second message. I'll double-check that. Throttling levels were at 2,2 last I checked.
OverdrawView.jpg
RenderPathsView.jpg
mipmapsview.jpg
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