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September 8, 2015

Basic Question about Frame Rates

Sorry for the simple question, I came to Oculus as a end user, and now I have decided to move on into Unity.

Everything working fine, and I'm at the scene creation part, and not having any issues designing the scenes using a mix of my own design as well as assets which are really useful.

I've intergrated the Rift with no issues, and had a good walk around my scenes, and I'm going to move onto Trigger events soon, sound etc but before that I have a question about Frame Rates.

After I have designed my scene, I press the Play button in Unity, put my headset on, and I'm in the scene. When I press space bar, it shows me the FPS, which for most of the time shows a solid 75 FPS, but in some scenes, this drops to 64 FPS. It only does this within Unity, because if I build the project and run the exe, I get a solid 75 FPS everywhere.

Now I understand there is going to be an overhead running it in Unity, so generally, without having to build my project to test FPS, is there a general rule of thumb anyone uses to test FPS within Unity, and how do I know what sort of spare room I have got in terms of FPS or is it just trial and error? I mean, let's say I am showing a solid 75 FPS, this is fine for the DK2, but how do I know that my project is going to reach 90 FPS for example?

Thanks

Mabs

    1 reply

    Inspiring
    September 8, 2015
    The fps counter is a good way to get a ballpark estimate of performance, but it's not the only metric. Once you want to dig into it, you can look at the frame time instead (which should how much time the frame took to process) as it's a better indication of performance, You can also profile your app and get an idea of exactly where the time is being spent (for example in rendering, physics, etc.).
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