Issues hitting framerate requirement with nothing in a scene
I have been having issues with getting my game up to the required 90fps. I am running everything on my Rift S. When I run in the editor with the stats displayed on the game screen it shows it's averaging around 85fps. When I build the application and run the validate app tool it shows my framerate fails every time but it's showing it stuck at 67.7fps. No matter what I change in the game it's always 67.7. Out of frustration I tried loading up a blank project and importing the Oculus Integration package and building and checking with the validate app tool and I still get the same 67.7fps.
When I run the app with the profiler enabled I have a massive processing time on the GPU under the "Other" category taking up about 12ms on it's own which if I understand the math right already brings the app down to 83fps from just that alone.
I've tried searching around to figure out what could be causing this, but I'm not getting anywhere. The only thing I was able to find was people saying to disable the vSync, which isn't possible in a VR app.
Any help here would really be appreciated.
Thanks.
Edit: I meant to post this to the Unity Development category. Can this be moved or should I repost over there? I am developing using Unity 2019.1.3
When I run the app with the profiler enabled I have a massive processing time on the GPU under the "Other" category taking up about 12ms on it's own which if I understand the math right already brings the app down to 83fps from just that alone.
I've tried searching around to figure out what could be causing this, but I'm not getting anywhere. The only thing I was able to find was people saying to disable the vSync, which isn't possible in a VR app.
Any help here would really be appreciated.
Thanks.
Edit: I meant to post this to the Unity Development category. Can this be moved or should I repost over there? I am developing using Unity 2019.1.3
