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!802Views0likes0CommentsFrame 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.815Views0likes1CommentBug: 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.html564Views0likes0CommentsOculus 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?915Views0likes3CommentsProblem 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 english669Views0likes1CommentEmpty scene won't achieve 90fps
Hi there, This seems like such a basic question, I'm sure it's been asked before but I can't find an answer! If I make a blank scene in Unity 5.4.2, add an OVRCameraRig and add the OVRDebugInfo script and then hit play I initially get the following framerates: Profiler ~ 700fps OVRDebugInfo ~ 140fps I then cover the Oculus Rift sensor and my framerates take a huge hit. Profiler ~ 100fps OVRDebugInfo ~ 88fps Originally I was going by the profiler so thought I was okay but I've been receiving fails for frame rate when submitting. Is there something fundamental I'm missing that's going on when the Oculus is mounted that's killing my framerate? Any answers much appreciated as I'm out of things to try!1.5KViews0likes3CommentsStrore submission and FPS.
Hello, My product Aces High passed all store requirements, except frame rate at times drops below 90 when in very hi populated terrain areas. I currently am stating Nvidia 970 as a minimum. Can I simply raise the Minimum requirements to pass the 90 Frame Rate requirement? If not is there any way to have an application accepted that does not always maintain 90? Thanks607Views0likes1CommentWhy does Grass in Unity slow down the FPS , any workaround?
The basic terrain grass of Unity makes the framerate go down considerably. I discovered that. at first i thought it was the speed trees but no it wasn't. I deleted the grass and the framerate came back to normal. Well who knows if the trees too. but the grass definintely . Is there a workaround? or should i just not use grass?Solved7.7KViews0likes4Comments