Rainbow noisy pixels
Hi, I am developing app for Quest 2 on Unity. After one of spring Quest OS updates performance had degraded at times. The most frustrating rainbow noisy pixels on the right side. I uploaded demo apk file in which you can see this problem. I tried to change tones of Unity settings, but nothing helps. I see a lot of posts about this problem. Hope you find solution. My team is very demotivated with this issue. Some technical details. I use compute shaders and Unity Graphics.DrawMeshInstancedIndirect Maybe this problem is related to translucent materials, I have a larger number of transparent particles being drawn. Before update app had good performance with 150k particles, after problems begin after 50k particles. With OpenGL framerate better, on Vulkan performance loss worse. Rainbow pixels problem have both, but seems Vulkan slightly less. For some reason, when I try to record a video through the Meta Quest Developer Hub, the problem disappears, so I uploaded the APK with problem https://drive.google.com/file/d/10cJKHOruVrT789qlVDj7StgupopG98dG/view?usp=sharing904Views0likes0CommentsUE4 + Quest : FPS drop when running a release version of the app for the second time
The first time a shipping version of the app is launched, everything runs fine and we're hitting 72fps on the Oculus Quest. However, immediately after a restart of the app, there's always a consistent drop in framerate (~10fps lost) This seems to happen only when we create a release version for distribution, and not when we build a regular shipping build. Has anyone else noticed this happening ? FYI we're running the Oculus branch of Unreal Engine 4.22.1 Quest build settings for Arm64+ES3.11.3KViews2likes2Comments(Android) Unity got Poor CPU Performance compared with Native apk
Hello everyone, my team have been contributing to develop " view dependent media player ", which using a single thread decode 2048 * 1536 with android-media-codec (we can call it BASE TEX) and four thread decode 512 * 256 * 24 split blocks for viewer directly look at with ffmpeg (we can call it HD TEX), very similar with VR_5K_PLAYER. The above main framework make the cpu usage more heavy compare with gpu. Cpu need decode 2048 *1536 totally and upload YUV from memory to video memory every frame, while gpu only decode 2048 *1536. After a few test with Samsung S8 & Quest, i found that, s8 & Quest got different performance which s8 got a high fps because of Quest has less cpu avaliability compare with S8. ( PS: S8 & Quest all equiped with snapdragon 835. as far as i know, the 835 chip contain 8 core, 4 core of all 8 core are big core responsible for heavy work ) To confirm my point of view , i made a test proj using unity & the latest gear sdk, add heavy cpu work for some thread public class NewBehaviourScript : MonoBehaviour { // Use this for initialization void Start () { for (int i = 0; i < 8; i++) { ThreadStart method = () => threadWork(); Thread thread = new Thread(method); thread.Start(); } void Update() { long sum = 0; for (int i = 0; i < 1000000; ++i) sum = (int)((sum + i) * 2.0f / 2.0f); } void threadWork() { while (true) { long sum = 0; for (int i = 0; i < 100000000; ++i) sum = (int)((sum + i) * 2.0f / 2.0f); Debug.LogFormat("TestThread End name:{0} curr thread id:{1} cur timeStamp:{2}", sum, Thread.CurrentThread.ManagedThreadId, DateTime.Now.ToString()); } } } the enclosed python file use "adb shell cat /proc/stat" to calculate 8 core usage. the above result is S8, the last four core are big core usage, while 3 big core execute full load. the above result is Quest, the last four core are big core usage, while 2 big core execute full load. my team also made a native android project which using gradle & android studio & without gear, loading my dynamic library through jni & execute view dependent media player. the S8 cpu usage is the below result is executed with S8 using unity & gear & same dynamic library, the two test show that native apk get a better & average cpu usage while heavy cpu work executing, compared with unity & gear apk. My question is, Is there a way for unity & gear apk to control device cpu availability rate ? why native apk performance diff with unity & gear apk? why Quest got less core to execute cpu work compared with S8?788Views0likes0CommentsCan't get console to show up in the project running on Go. Is it even possible?
Back in my Gear VR days, I would always use bluetooth keyboard to pull console down and do "stat startfile" to better understand the bottlenecks (or where new version of UE4 has issues). Tried doing the same last night with my UE4 project on Go and I couldn't :( UE 4.22 p3 performance is a way worse than 4.21.2 on Go and I fail to figure out why (and Epic doesn't care to look at my project - they always want free QA done by devs) I paired my bluetooth keyboard to Go and it seems to be working fine (at least Esc key works). However, pressing a key that is bound to console does nothing. Therefore I can't do "stat startfile" (or any stat cmds for that matter) :( Has another had such issue (console not working) ? Thanks beforehand946Views0likes2Comments[Gear VR] GPU particles and horrible performance
I was learning / working with particles for my project and it turned out that GPU particles are horribly slow (and probably bugged/broken) in Gear VR. Here is the video with CPU particles (performance drops are due to video recording): https://www.youtube.com/watch?v=6ZjtqHaKSlg Once the drone crashes and particle system attached to it is deactivated, fps is still good. When I made smoke trail on the drone flying over in the arc to be GPU particles (exact same look and rate), fps dropped to the floor and even after particle system got deactivated and visibility was turned off, fps still stayed super low. My guess is it's a question to Epic, but I am sharing my finding here too.3.2KViews0likes13CommentsOption To Disable Oculus Dash
I'm sure this has been posted many times before, but that's part of why I'm posting this as well. I want the developers to hear this as much as possible. Many users, myself included, have had a lot of performance issues since the release of Core 2.0 due to the Oculus Dash. I can personally confirm that the Dash process consistently uses 25 to 30% of my CPU. Processing time that I desperately need back for my games to perform like they used to. Please, Devs. Give us an option to disable the Dash feature. I barely use it, and it severally impacts my ability to play my favorite games. I know a lot of users enjoy it, so I'm not asking you guys to get rid of it completely. Just please give us a way to turn it off, for the players who's PCs aren't quite up to handling that extra CPU load.1.2KViews1like0CommentsTimewarp not working?
Something happened within the last month or so that has brought some serious jutter with it. When I load up my game, it's ok for the first few seconds, nice and smooth, then suddenly, it's as if timewarp is turned off. When I move my head I see a double image, like a 1 frame motion blur. I thought maybe it was something I added to the game effecting performance, so I loaded up an old build that I know ran smoothly. Still bad. Tried opting out of beta and Rift Core 2. got an update to firmware and software. Still bad. I can only assume that something has happened with both versions of Home? It's not just my game either.. I've loaded up some other things and I get the same issue. Most recently was The Wave. My rig is an i7-4960x, GTX 980. Been running everything like a dream (as I said, up until recently) I've heard a few other developers complain about this same issue. I'm at a loss now. Is this a known issue with a recent driver or firmware update? Let me know. Cheers580Views0likes0Comments