Oculus 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?917Views0likes3CommentsProblem 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!1.6KViews0likes3CommentsWhy 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