Random spike in CPU usage and longer render times
Hello, I am a developer on a Unity app for Quest 2. We have a performance problem with our app that causes huge spikes in CPU usage. The app performs well and as we want it to at first, seen here captured by OVR metrics: All of the systems in the app test well and do not cause problems but after a certain amount of time doing various things, a user has a random random chance of having the framerate plummet. In this next picture, I experienced the bug and then returned to the login screen where the bug persisted: You can see that CPU usage has skyrocketed to a locked 100%. You would think that there is some process taking up frame time in the background. I took a look at the profiler on a build to see if there was a key culprit. Here is a frame under good conditions where performance is as expected: And after the bug, the frame looks like this: You can see that the player loop has almost doubled in duration, but the scripts portion of the frame is actually pretty much the same. The change is entirely in EarlyUpdate.XRUpdate and PostLateUpdate.FinishFrameRendering taking 5x as long as before. So why am I getting a huge CPU usage spike while also the rendering of the same workload is suddenly taking so much longer?? Is there any chance that the quest is downclocking under stress? Once this happens, there is no way to retrieve the old performance until you restart the app completely. There is no surefire way to trigger this to happen, it just randomly takes place when there's a decent amount going on and then stays forever. I do not understand what APP T and TW T mean in the OVR metrics panel as well, if those might lead to a culprit. Any ideas would be much appreciated, thank you.992Views0likes0CommentsCPU level not increasing fast enough
Hi, I noticed that the Dynamic Clock Throttling is sometimes not fast enough to react to the CPU performance demand and even lowers the CPU level when it shouldn't. If I put the headset to sleep and wake up the headset after a few seconds I will have a few seconds where the FPS will be around 36 while the CPU and GPU levels are both on 0. And only after a few seconds(3s to 25s) does the level increase to match the performance required. If you have any solutions please let me know. I tried setting the CPU and GPU levels to 3 on application focus which solves the problem until I remove the high level and then Dynamic Clock Throttling will lower the CPU level to zero which causes the PFS to drop to 36 until it re increases the level up to match what's needed. I have attached a photo of what happening where the blue arrow is where I get the low FPS drop due to CPU level being 0( on this screenshot it only happens for a few second because of me taking a picture but normally happen for much longer). Background: Using Unity 2020.3.25 Happens in multiplayer using Photon fusion. On Quest 2828Views0likes0CommentsGPU Compatibility
Hello I have an MSI GP72VR 7RF LEOPARD pro laptop, having all the capacities required for the use of the oculus link ( for Oculus Quest 2 ), except the graphics card which is a 1060 3go, my question is: is it impossible for me to connect an oculus link? Is it just a loss of performance? my pc cost 1500 euro 2 years ago i find it strange that it can't work Especially the main selling point of this pc is the "VR READY" feature thank you...617Views0likes1Comment