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Persistent FPS Drops in Unity VR APK Despite Optimization Efforts

Nimeshnm
Honored Guest

Dear Support Team,

I am writing to report a persistent issue with FPS drops in my Unity VR application, which I have been unable to resolve despite extensive troubleshooting and optimization efforts.

The problem occurs as follows:

  1. When testing the application in the Unity Profiler, the performance metrics indicate that everything is functioning optimally.
  2. However, after building the APK and analyzing it using Meta Performance Analyzer, the application shows consistent FPS drops, with the performance deteriorating significantly.

Steps I have taken to troubleshoot the issue:

  • I have optimized the project by reducing graphics settings (lower texture resolutions, no shadows, etc.), limiting physics calculations, and optimizing assets like textures, meshes, and audio.
  • I tested the build using Unity’s default VR template without making any modifications. Surprisingly, the FPS drops occur even in this default setup.

This suggests that the problem may not be related to my specific project settings but could potentially involve:

  • Issues with Unity's APK build process.
  • Incompatibilities with the Meta Performance Analyzer tools or configurations.
  • Inefficiencies in Unity's default VR template on certain hardware.

Details of My Setup:

  • Unity Version: unity 6 lts version and 2022 lts version (i tries both)
  • XR Plugin Management: Oculus plugin
  • Target Device: Meta Quest 3
  • Android Build Settings: ARM64, IL2CPP, LZ4HC.

I would greatly appreciate your assistance in investigating this issue. Please let me know if additional information, such as logs or APK files, would be helpful in diagnosing the problem.

Thank you for your time and support. I look forward to your guidance.

Best regards,
Nimesh Sood

nimesh.uiam@cumail.in

1 REPLY 1

You mentioned using the Unity profiler but you only mention doing a build after, so I assumed that the profiler is running in play mode, in the editor? The first thing to try is to do a developer build of your APK and let it run wired to the PC so that it connects to the profiler via ADB - while the app is running on the device. And then see where you bottleneck lies. Are you CPU or GPU bound? What’s holding up the render thread in those problematic frames. Also keep an eye on the console or use logcat. Are you spewing out a bunch of log statements? Errors are obviously a problem but even Debug.Log can have a performance impact

TLDR. Do on device profiling