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VRC.PC.Performance.3 - App must display graphics at 90 FPS

Anonymous
Not applicable
Hello, I submitted an app and they rejected it because if the reason in the Title. It seems that the app is not displaying at 90 fps even though it seems to run good when I test it. I am using unity but I do not know how to fix that. I have searched for similar cases but have not found any solution. Has anyone faced this similar issue?
Thank you
1 ACCEPTED SOLUTION

Accepted Solutions

lsummers
Protege
This is a complex question.  

When you run a project in Unity, you can see the FPS, batch calls, and poly count using the stats section of the editor.  Most projects, get killed by batch calls and post processing effects.  These are great on desktop, but will kill your project in VR.  Desktop projects, try and stay below 2 million polygons and 200 batches.  Although, keep in mind not all batches are equal (and sometimes only a few can be super slow to process).  LOD's, culling, and static batching with shared materials is your friend.

If that doesn't resolve the issue, look at the Profiler in Unity.  It will show you where you are getting some performance hits.  Lastly, make sure nothing is overriding Application.targetFramerate (should be set to 90 in your application).  A bit more on batch calls here https://docs.unity3d.com/Manual/DrawCallBatching.html

Remember, they will test using the recommended specifications, which is usually less powerful than your development machine.  

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1 REPLY 1

lsummers
Protege
This is a complex question.  

When you run a project in Unity, you can see the FPS, batch calls, and poly count using the stats section of the editor.  Most projects, get killed by batch calls and post processing effects.  These are great on desktop, but will kill your project in VR.  Desktop projects, try and stay below 2 million polygons and 200 batches.  Although, keep in mind not all batches are equal (and sometimes only a few can be super slow to process).  LOD's, culling, and static batching with shared materials is your friend.

If that doesn't resolve the issue, look at the Profiler in Unity.  It will show you where you are getting some performance hits.  Lastly, make sure nothing is overriding Application.targetFramerate (should be set to 90 in your application).  A bit more on batch calls here https://docs.unity3d.com/Manual/DrawCallBatching.html

Remember, they will test using the recommended specifications, which is usually less powerful than your development machine.