a month ago
Core SDK 74 now recommends using OpenXR but the performance on app start are awful for 10 seconds before the image stabalizes, I also tried with SDK 72 but the problem still is OpenXR.
My start scene has many objects, 50 render passes 2K textures per asset disabling them reduces the stutter but it runs fine with OculusXR
I tried on Unity 6.0.45:
URP 17.0.4 + OpenXR 1.14.2 = Stutters for 10 secs then acceptable
BiRP + OpenXR = Stuters all the time, after 1 min the app crashes
URP + OculusXR 4.5.1 = OK
BiRP+ Oculus XR = OK
I use the building block: CameraRig, no controllers, passthrough or other scripts.
a month ago
I got a similar issue, in my case I had a backgroundsound running right from the start. Disableing it front up and SetActive after a 10 sec timer solved the problem.
Thursday
Follow up:
- My scene had 100 render passes, but the it was mainly due to displaying them all at once in the first scene, i guess it's shaders compilation tanking the memory.
- Don't use Fordward+. Even with resident drawer it somehow performs worse than the old Fordward renderer.
- Dynamic resolution doesn't work with OculusXR back end, the documentation says it should work.
When the app reaches 45 FPS, with OculusXR the image is stable but with OpenXR the image shakes/jitters vertically that jittering makes it very apparent of the bad performances.