VR.WaitForGPU killing performance in Unity3D. Very difficult to profile other issues. Video Example
Here is a video showing what the issue is https://youtu.be/n5ngEzZSKH0 I'm trying to release an update to Vanguard V but perforance has become a real issue. The game runs at 150fps on my laptop but the framerate tanks when I touch the Oculus headset. I get these nasty yellow spikes and the FPS tanks to the 50s, even on my desktop (980 GTX TI). I then created a new scene with nothing but a camera and the default Directional Light. The framerate goes into the 800s until I touch the headset. It then tanks again to 90-100fps. This is an empty scene. Now, if this is by "design" it has made it very difficult to isolate any real issues in the profiler. Any help would be great. Unity 5.5.1f1 and observed in Unity 5.5.2 as well Windows 10 x6414KViews0likes13CommentsQuestions about stable FPS and recommended specs
Hi there, We got some feedback requiring our Unity game to perform at 90 fps on Rift and 80 fps on Rift S; is it required to perform at this level for all quality settings? The graphics options in the game enable to player to choose between different graphical qualities (from low to ultra) and can toggle various camera effects (anti-aliasing, bloom, SSAO, etc.). So do we need to ensure that a solid 90/80fps framerate for both the lowest possible quality settings as well as for the highest possible quality settings? Also regarding the recommended PC specs, it mentioned it needs to be a solid framerate for an AMD 290/GTX 970; how can we ensure this without having these specific PC parts as we are just a small indie company? Do we just need to buy these and test on them? Or can we just change these recommended specs to some more powerful GPUs (e.g. GTX 1070) or is that too high to recommend for an Oculus Store App? And again, is performance to be measured on the lowest/highest quality settings? Any help is appreciated!808Views0likes0CommentsDemo Mode feature request
Hi all, i am currently developing an app for a museum using Unity and the Rift S. The museum is naturally a bit worried about visitors going into menus, changing apps etc. The Demo-Mode would be a perfect solution, but if i take the HMD off, it exits the app after a few seconds (demo mode enabled and playing time set to infinite). When putting on the Rift S again i have to first select the app and then select "start" again. This of course is not hard in and of itself, but in the context of a museum where lots of visitors use it and the HMD gets swapped around a lot, an option to prevent the demo mode to exit the app would be perfect. Is something like this planned at all?829Views0likes0CommentsLow FPS even with low draw calls and low number of triangles :(
Hi, I am confused about something and It would be great if someone can help me. I have around 500 trees in my scene but I optimized them so the total number of draw calls is around 200 and total number of tri around 300k. There are no scripts running and the game is literally doing nothing, there is no reflection probes, I have turned off shadows etc. When I build the game, I still do not get 90 fps whenever I look towards the trees. Why this is happening ? I checked the profiler and XR.wait for GPU is taking around 20ms. Can Someone please explain me why large number of objects is decreasing FPS even when draw calls and number of triangles is low ? Am I missing something ? is there any solution to this prob or I will have to decrease the number of trees ? Thanks780Views0likes0CommentsPlease help related to STEAM VR enabled build to be uploaded in Oculus dashboard
Hello Everyone Please help related to STEAM VR plugin enabled in our game. Its running smoothly in my system, but when i try to upload, it gives some error related to open vr. Is there any way to upload the build with steam vr plugin enabled. We have developed game using Unity3d . Currently we are releasing this game for Oculus rift and rift s. Please help urgently.830Views0likes1CommentOculus Rift problem with Unity URP project...
Hi All I am trying some 3D Environment with 2019.3.6f1Unity URP Template project and both Oculus Integration and Oculus Desktop plugins and I have a problem...... When I played this project in Unity 2019.3.6f1, I can see only ONE eye in my Oculus Rift Headset and I have not idea about what the problem are. I built one 2018.4.21f1 Unity 3D proyect template with the same Enviroment( but without URP) and I can see sucessfully( two eyes) in my Oculus Rift Headset I guess that maybe the problem could be for the Unity version or for URP topics, To be honest with you, I am confusing myself, for it, Could anybody help me to fix it? Thanks in advance Alejandro888Views0likes1CommentOculus Rift S Controller bug on Unity?
When I use OVRInput.Get(OVRInput.Axis2D.SecondaryThumbStick) it usually returns the position of the SECONDARY Thumb stick but sporadically return the PRIMARY controller at other times. The same problem occurs with the Oculus Demo 'Distance Grab' should be easily reproduced. I'm using Oculus Integration 12.0 with Unity 2019.3.0f6 on the Oculus Rift S with the Touch Controllers,941Views0likes1CommentHow to get angular velocity and acceleration of headset
Is there a way to get the angular velocity and acceleration of the VR user (the headset itself) in unity? I am only looking for angular velocity and acceleration because the user will be stationary while only moving around their head. In the oculus developers documentation there is page titled 'get raw sensor data' but doesn't actually show how. Thanks!1.9KViews0likes1CommentTouch controllers showing up but provide no input
Hi everyone, I am currently developing an application in Unity 2019.1.10f with Oculus Utility 1.38.1 with a Rift S but in the end it should run on the Quest. Now, both touch controllers show up and are tracked in the Unity game view but they don't provide any input to Unity if I press a button. If I build and run it on the Quest, my Quest controllers work.. What can I do? It's really annoying... Thanks in advance449Views0likes0Comments