Hi, I'm using Unity 2019.2.1f1, Rift S, Oculus integration v1.41As i
understand this test, the application should keep rendering in the
background of the oculus dash, but ignore controller input until focus
is returned.What specifically should I be d...
Hi, After running the automated VRC tests in the oculus debug tool, i'm
growing concerned about the ability to accurately test my framerate for
oculus rift s.The vrc testframerate fails, giving me an average of 67.5
fps (I should be hitting 80 for th...
Hi, i'm able to build a testing unity project for my quest, and to see
the first scene with HMD and controller tracking fine. However, using
the SampleFramework's StartScene menu to load the DebugUI scene, it
crashes my app back to the quest dashboar...
Interesting discovery: If I bring another window to the front, after
launching the built app (for example, alt tabbing back to the unity
editor), the framerate cap goes up to 80fps! This means I can pass the
test locally, if after starting the test I...
here's my view of the testing scene, notice it's registering tons of
frames as dropped, and the FPS is clamped exactly to 60.0hz even though
CPU+GPU render time is less than 12ms (easily would be 80fps)
Gonna bump this again, I dont see any options available to me in order
to pass the automated tests. What runs at 100+ FPS in editor locks to 60
in the build, even though it renders in sub 6ms time.
One update: If you don't enable Dash Support in the Project
Settings->Player->XR Settings, then you pass this test automatically, as
it's not required apparently? But this means you can't see your app in
the background.