Questions 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!795Views0likes0CommentsOculus Go Very Inconsistent Frame Rate - Tips for Troubleshooting?
Hello, we're developing a puzzle game for the Oculus Go headset. We're having a very difficult time measuring our frame rate. Sometimes when we run a build it's at 70fps, then other times, running the same build and performing the same actions results in 50fps. We don't know what's changing in between our tests. Sometimes rebooting the device brings us back to 70fps, sometimes it doesn't. We don't think battery charge explains it, because we get both low and high framerates at 100% charging. We're measuring our frame rate using the OVR Metrics Tool set to HUD Mode. Our game is developed in Unity. Do you have any tips for troubleshooting these performance issues? Are there any background processes that you know could be giving us this variance? Right now it feels like whatever is affecting our performance is not under our control, and it feels like there's too much randomness to know for sure if our optimizations are having an effect.3.1KViews0likes18CommentsFrame 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.809Views0likes1CommentBug: Extremely low frame rate when using TextureRenderTarget2D for spectator
I tried to implement a spectator for my app by using TextureRenderTarget2D and discovered a weird bug. Everything works fine in the editor, BUT as soon as I package my project the frame rate drops really low (<15fps, sometimes less than 5 fps). This is a bug related to Oculus somehow, because when I try running the packaged project with my HTC Vive everything works as expected. Steps to reproduce: Start a new project with starter content. Check "Start in VR" in project settings. Add a TextureRenderTarget2D to the project, set the size to 1920x1080. Open level blueprint and add the following to "Begin Play": - "Set spectator screen mode" and set it to "Texture" - "Set spectator screen texture" and set it to our TextureRenderTarget. Add a "SceneCapture2D" and set its target texture to our TextureRenderTarget and its capture source to "Final color" Package the project The frame rate for the packaged project will be very low. I becomes very visible when turning the head from side to side. I have reported the bug to Epic, but the bug have regretfully been placed as a low priority backlog issue. Maybe someone at Oculus could look at it, since it seems that only Oculus Rift devices that is affected. Bug at Unreals Issue tracker: https://issues.unrealengine.com/issue/UE-70352 Discussion at Answers: https://answers.unrealengine.com/questions/792290/view.html563Views0likes0CommentsOculus 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 1.33.0.1.3KViews0likes1CommentEven the simplest scene with 1 quad cannot keep stable 60 fps! Help!
I am at the end of my options. There is something wrong either with the Oculus Plugin or with my Oculus Go. My game used to run with stable FPS, but now even a clean new project and the simplest scene with a quad dips below 60 fps. Here is the video: https://www.youtube.com/watch?v=kUXFFXvLn8I&feature=youtu.be Here is the blank new Unity project https://drive.google.com/file/d/1DF6mTinvetqmJqxpizJCaPGsYgoj5MEJ/view?usp=sharing And here is the apk https://drive.google.com/file/d/1TjT9H_PW1e-X7mz26KctAskZ12RZADxz/view?usp=sharing Can you someone confirm they also get that performance on their Oculus Go?905Views0likes3CommentsProblem with 360 video display
Hi, I'm developing a 360 video display and im in trouble with the fluidity of the video. Im using Unity 5.5.1f1 and the video is h265, 30 fps. I tried to change bitrate but i can't see diference between 25MB video and 300MG. When I watch the video from PC, it looks ok, but in once build in Gear vr, when there are some fast movements it looks like lower frames but the app is 60-30fps. Last test was erase the Oculus SDK from Player Settings and set Split Stereo Display to see it like Carboard. The video looks fluid and great, I don't understand nothing ._. Do someone knows how or what is happening? Thanks in advance and sorry for my bad english667Views0likes1Comment