Strong frame drop due to calls of ovrp_WaitToBeginFrame
Hello! ovrp_WaitToBeginFrame massively drops the FPS. This is famous trouble. The calls of this function impacts the performance with 13.5ms on my machine. I removed call of FOculusHMD::StartGameFrame_GameThread (the function with ovrp_WaitToBeginFrame inside) in FOculusInput and this gave good result (normal flight, 80 FPS on Oculus Rift S). This function also calls in FOculusHMD::OnStartGameFrame with comment: "this should have already happened in FOculusInput, so this is usually a no-op" (lol?). Ok. I ran the game also with Oculus Quest (via Oculus Link) on another machine, but again I got frame drop for now at FOculusHMD::OnStartGameFrame. So, this call of FOculusHMD::StartGameFrame_GameThread I can't remove due to it turns game to black screen. So what can we do with it to get good performance? How soon it will be fixed? We wait. Thanks, Artem.853Views0likes0CommentsFrame loss capture tool causing frame loss?
As the title says when I activate the frame loss capture tool (Ver 1.35.00) it uses around 26% of my CPU, this is causing frame loss. Is anyone else having this problem? I am trying to validate my build before I submit to the store but because this tool is so processor heavy I am getting false readings, if I have someone watch the task manager and resource monitor in windows while I play, I average 50% cpu usage with short spikes on loading of 75%, gpu sits under 50% at all times. It feels butter smooth, but with the frame loss capture tool running it jumps and stutters.823Views0likes1CommentOculus Rift framerate randomly becomes stuck at 45 or 30 FPS when headset presence changes
Running into an odd problem here with a Unity project. I'm only using 4 ms of CPU per Update and not doing anything taxing on the graphics side. It effortlessly hits 90 FPS... most of the time. Sometimes (about 3/20 times) when I remove the headset and put it back on the framerate drops to 45 or 30 FPS. The problem usually goes away if I poke my finger in front of the head presence sensor a couple times. According to the Unity profiler this problem is all vsync, which makes me suspect something odd is happening on the Rift's side of things. Any ideas on how to fix this? Using Unity 2018.2.14 with oculus SDK 1.33.0.1.3KViews0likes1Comment