We are making a few last performance modifications to AFFECTED, but since updating to the latest Oculus Utils and OVR Packages we have noticed a large increase in Verts in the Unity Statistics Monitor. While the game is not performing any poorer, its a bit disconcerting.
Does the Statistics monitor in Unity now display the VR verts (i.e x 2) or do we have a larger issue. It would explain the problem if that is the case, but it would be good to hear from Oculus on this as with the review process not giving feedback, we dont want to exceed the 100k verts at any one time.
I'm not sure about the display in Unity, but you can figure this out by using "Window / Frame Debugger". This will show you the process of drawing the scene step by step and allow you to figure out where those verts are going. It sometimes works on the device (and for me, it usually crashes after a few clicks). When you see it on the device you'll notice everything gets drawn twice (once per eye).
Developer of Elementalist X: Immersive and intense tower defense for Gear VR.
Thought id update the thread and hold my hands up! Unity now doubles the statistics in its monitor when an Oculus Rift is detected. Great for VR development, but not so much if you didn't know about this new added feature. Any way, Panic Over!