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Inspiring
August 20, 2015

Anyone get 60 fps in Unity project with Bay Trail CPU?

I know Atom/Bay Trail is far below the recommended specs for VR. But I'm trying to build a passthrough AR system using an Oculus Rift DK1, a USB camera, and a Bay Trail tablet. I think I might eventually upgrade it to an i3 tablet, but for now I'm using the Bay Trail. I'm just trying to create a simple Google Glass-like HUD, so I don't need to render complex environments.

I have a Unity 5.1 project with the Oculus Utilities, and the basic box room that comes with it. With a normal 2D camera, I'm getting over 130 fps. But with the OVR camera rig, it goes down to about 30 to 45 frames a second. I'm using forward rendering. I deleted all the graphics quality presets except for "Fastest." There are no shadows. Antialiasing and anisotropic filtering are all at the lowest.

In the older Unity SDKs there was a setting that I can change for virtual camera texture size or something like that, which I used to increase for supersampling. I was hoping that I could decrease that setting to get a lower quality image, but higher frame rate. I can't find it in the OVR camera rig. Is it completely gone?

Are there any other settings that I can change to increase the framerate?

    2 replies

    Inspiring
    August 20, 2015
    In Unity 5.1+ you can adjust the eye buffer size with this parameter.

    VRSettings.renderScale


    http://docs.unity3d.com/ScriptReference ... Scale.html
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    JoseAuthor
    Inspiring
    August 22, 2015
    Cool thanks!