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Does my GearVR app always have to run in 60 FPS?

seijik42
Explorer
Hello guys. I'm making an app for GearVR using Unity5.
Is there any source where I can know the requirements before sending my GearVR app to oculus store?
I thought my app have to run in about 60 fps constantly but I found it is very difficult for me if I use skinned mesh in Unity. 
I noticed that oculus is not saying every app has to be running in 60fps in their guideline.
https://developer.oculus.com/documentation/publish/latest/concepts/publish-prep-app/
Does this mean lower frame rate like 45 fps is also acceptable?
Does anyone have information? Do all you guys make app running always 60 fps?
Thank you.
5 REPLIES 5

Fulby
Heroic Explorer
My reading of that page is Oculus is saying it needs to be running at 60fps on Gear VR. This bit:

Run well on Rec Spec systems (~90 Hz on Rift; ~60 Hz on Gear VR).

In my space shooter game I reduced the graphical complexity and optmised where I could to hit 60fps. I think the odd slow frame is allowed but not a constant lower FPS.

Also I don't think you can get 45FPS actually output to the screen consistently? Once you miss a vsync you have to wait for the next one so a frame either takes 1/60th or 2/60th of a second. In other words, if you consistently miss 60fps your game runs at 30fps (even if Unity says your game is capable of generating 45 frames a second, it won't be updating the screen at that rate). I'm not 100% certain on this though.

Fulby
Heroic Explorer
[deleted duplicate post]

seijik42
Explorer

Fulby said:

My reading of that page is Oculus is saying it needs to be running at 60fps on Gear VR. This bit:

Run well on Rec Spec systems (~90 Hz on Rift; ~60 Hz on Gear VR).

In my space shooter game I reduced the graphical complexity and optmised where I could to hit 60fps. I think the odd slow frame is allowed but not a constant lower FPS.

Also I don't think you can get 45FPS actually output to the screen consistently? Once you miss a vsync you have to wait for the next one so a frame either takes 1/60th or 2/60th of a second. In other words, if you consistently miss 60fps your game runs at 30fps (even if Unity says your game is capable of generating 45 frames a second, it won't be updating the screen at that rate). I'm not 100% certain on this though.



Thank you Fulby.

Run well on Rec Spec systems (~90 Hz on Rift; ~60 Hz on Gear VR).

Yeah, this is the sentence which made me confused. "~60Hz" means "up to 60Hz" right? There I thought under 60 Hz can be accepted.

Also I don't think you can get 45FPS actually output to the screen consistently?

Yes,  you are right. I attached profiler and I found the stats repeatedly went up and down between 30FPS and 60FPS.
The script which I used to know fps was calculated kind of average of frame rate during a certain period.

Anyway, I should achieve 60 FPS somehow for shipping.
I need to find the solution for the drop caused by skinned mesh but it may be another topic.

Fulby
Heroic Explorer
No Problem. ~ or tilde normally means 'about': https://en.wikipedia.org/wiki/Tilde#Mathematics


seijik42
Explorer
Oh, I totally misunderstood it. Thanks again.