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.103Views0likes2CommentsFPS Test on Unity - Meta XR Simulator
Hello, Is it possible to test the fps values of the developing game with Meta XR Simulator with Unity? When using Unity game mode, do the fps values of the game I run with the xr simulator match the fps values I will get on the quest device?1.5KViews0likes1CommentHuge 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.Solved925Views0likes1CommentApp frame rate drop when increasing devices refresh rate
Hello So I'm noticing some frame and GPU utilisation increases when I change the refresh rate of the Quest 2 I'm using the latest OVRMetrics to view the numbers App build with Unity 2019.4.34 Changing refresh rate using SideQuest The app is a steady 72 when at 72hz GPU hovering around 85 If I change the refresh rate to 90hz the app hovers around 74-76fps but GPU goes up to 96 Going to 120hz pushes the GPU up to 99 and drops the app frame rate to 69-70fps Is this to be expected? Or maybe its a bug with the OS (version 39.0.0.86.336) I don't need the app running more than 72fps but even if I set the OVRManager.display.displayFrequency in Unity, the OS appears to override it when I change the refresh rate860Views0likes0CommentsQuest 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?1.3KViews1like2CommentsOculus Quest App framerate way slower than same app on Oculus Go
Hello everyone, I recently developped an app for Oculus Go on Unity using the OVR Plugin, and now I'm trying to port it to the Oculus Quest. The Oculus Go App was a bit laggy because there was a lot of world space UI, so I found ways to make it run smoothly at 60 fps. When developping it for the Quest, I had to recreate a matching InputManager so it could work well with the controllers, and I changed OVRManager's target device from Go to Quest. But when I build the app, it runs at maximum 40 fps on the Quest, even though it was really smooth on the Go. Comparing both Profilers on my PC, I can't manage to find any difference : it looks like a lot of CPU usage is taken by EventSystem ( because of World space UI), Camera Rendering and OVRManager.Update() (which obviously can't be too altered by me (the raycasting part takes the most time)). Of course this is because my PC isn't using all the resources of the scene since VR isn't activated, but to my knowledge there is still no way to connect the Unity profiler to an Android Oculus device. Here is the Go App Profiler : And here is the Quest's : Behaviour script Update takes even less time on the Quest because I managed to optimize some things. So basically I want to know why the application takes way more resources on the Quest than on the Go. It can't only be the 6 DOF component. Any suggestion is welcome, Thank you !810Views0likes1CommentFPS do not match.
Dear everyone. I'm developing an application and want to upload it to the Oculus Store. When I test the app inside Unity, it runs above the 100 fps, but when I test the exported version with the Lost Frame Tool, it only runs between the 60-80 fps. Why does occur that? How can I fix it? Any advice? Thanks in advace. Regards,495Views0likes0Comments