FPS not getting more then 30
How can we increase fps of oculus quest. We are using xr interaction toolkit. In empty scene with just camera i am getting 55fps max. But in any project i am getting just 30fps. I have also done normal urp setting you can go though in photos attached. I also applied occlusion culling.76Views0likes2CommentsHuge GPU performance loss after updating to v55 from v54.
After Updating the Meta Quest 2 to v55 from v54 the GPU usage has increased from 50-70% to 90-99%. I had to reduce the resolution by 30% to maintain the solid 90fps that I had before the update. I've read online that some people now can't play some games like Beat Saber anymore after the update because it stutters a lot.Solved921Views0likes1CommentQuest 2 + Link - Render only on one eye for person with mono-vision
Hi, Looking for some help here. I use quest 2 w/ link on flight sims and the performance just isn't quite there yet. Even with a powerful machine. I am wondering if there is a way to stop rendering on the eye I am blind in (left eye) to boost fps?827Views0likes0CommentsUnity 2019.3.0f6 Performance
I built my Quest project using the just released Unity version 2019.3.0f6 today and I noticed it completely destroys my app's framerate. The game runs at a perfect 72 FPS with no dropped frames when built in 2019.2.19f1, but stays in the low 50's with 2019.3. All build, quality, etc. settings are the same. Has anyone else noticed anything like this?1.3KViews1like2CommentsForce 45fps doesn't work?
We make architectural visualization software which allows users to walk through an interior space that they design. We have worked to optimize as much as we can, but because users can create their own designs, we will always run into cases where they try to put in more than we can render at 90fps. When this happens, the rendering starts to alternate between 45fps and 90fps, and it feels very jittery. What we would like to do is give the user the option to lock the framerate to 45. On Oculus, ASW should fill in the extra frames and it shouldn't look too bad. We have tried setting Asynchronous Spacewarp in the OculusDebugTool to 'Force 45fps, ASW disabled', and that works, but then we lose the benefits of ASW. When we set it to 'Force 45fps, ASW enabled' the framerate sometimes stays near 45 fps for a while, but after some time of walking around, it always unlocks and starts to vary up to 60-70fps. Is there anything else we can do? Is it a known issue that 'Force 45fps, ASW enabled' doesn't work? We are using Unity 2017.3 and Oculus version 1.23491Views0likes0CommentsGearVR app 48 - 50 fps on empty scene
Hi, I am struggling with performance and it is unable to get 60FPS for Android Gear VR app. I have empty scene and I am getting 48-50 FPS. I am using Oculus Camera rig Unity version: Unity 2017.3.0p1 Quality settings is lowest, Vsync disabled To measure FPS using OVRFps counter from utilities. OVR plugin 1.19.0 Do you know how where could be the problem and how to get 60fps? With previous version (Unity 5.xx) a year ago I had no problems. Thank you very much for ideas and help. Screenshots from profiler recorded from device:1.3KViews0likes5CommentsWhy does Grass in Unity slow down the FPS , any workaround?
The basic terrain grass of Unity makes the framerate go down considerably. I discovered that. at first i thought it was the speed trees but no it wasn't. I deleted the grass and the framerate came back to normal. Well who knows if the trees too. but the grass definintely . Is there a workaround? or should i just not use grass?Solved7.7KViews0likes4CommentsAvoiding motion sickness on FPS movement
I am a very recent artist/developer on Rift, have produce a few Google Cardboard games/things before, so not a total Unity n00b, but not a programmer realy. My first experiences in Rift/VR (usual free stuff on Home) are very impressive, and Im looking forward to implementing some of my previous experiments for Rift. I have noticed however that most of the examples are of the static position of the view, but with "Headlook". The few that I have tried (Eve etc) that employ actual player movement, are quite nauseating, as are MY first tries at doing it in my own games. Currently I am just using the standard Unity FPS with VR enabled. This has a very jerky (stop/start) movement with no easing in or out of player movement. I think that this may help in reducing quease. :) Am I right? Are there any other hints tips or tricks that are well know helpers in this issue? And are there any "drag and drop" solutions that I can get from Unity Asset store that are found to be an improvement to the usual standard Player.1KViews0likes3Comments