Horribly slow fps on galaxy s8
As stupid as it might sound, we are getting incrementally worse performance for our GearVR app on Samsung Galaxy devices. s6 performs the best at ~60fps, s7 at ~57-60 and s8 at ~25-30. We've tried unity versions 5.6.0f3 and 5.5.1f1 with similar results. We have also tried Oculus Utilities v1.13.0 and v1.14.0. Has anyone else faced similar issues? The profiler shows substantially high amount of time for Camera.Render for s8(~12ms) than s7(~3-4fps). /parth12KViews0likes56CommentsMinimal Application for Oculus Quest: Framerate too low!
Hello everyone, I followed this tutorial in order to make a minimal build example for the Oculus Quest: https://www.youtube.com/watch?v=JyxbA2bm7os. I did not import any 3D objects to the project. When deploying to the Quest (1) and analyzing the framerate, it never exceeds about 30 fps. This is for sure way too little for the application in order to get ever published on the Oculus store. Oculus guidelines say the application must meet 72 fps at a minimum: https://developer.oculus.com/resources/vrc-quest-performance-1/ I'm using Unity 2021.2.5f1, XR Interaction Toolkit 2.0.0-pre.6, Oculus XR Plugin 1.11.2, OpenXR Plugin 1.3.1 and Universal RP 12.1.2. What am I doing wrong? Can anyone give me a hint on where to look for the problem? Users view: Unity Profiler:3.9KViews1like3CommentsPhysics slowdown with framerate?
Hi, Developing in Unity 5.4 - I've found that physics calculations slow down relative to the frame rate, is this expected? There seems to be some other slowdown such as animation of texture sheets. When using the Vive the framerate hiccups don't seem to mess with the physics but with Oculus things go all floaty when the framerate dips. Is there any way to prevent this or is it likely I'm doing something wrong? Thanks!3.7KViews0likes14CommentsPositional Tracking Stuttering when Entering/Exiting VR
We recently upgraded our project to Unity 5.6.4p2 from 5.6.1f1. We're noticing now when we toggle VRSettings.enabled from false to true the positional tracking gets really jumpy. Everything else in the scene is running at frame rate. Hands rendering from the avatar sdk, scene elements, etc. are all fine. But the tracking jumps around a lot at like 5 FPS. Tried in an empty scene as well and we can reproduce. We're not getting any errors so not sure what the source of this is. We've tried with Utils 1.24 and 1.26 and both behave the same way.1.8KViews0likes6CommentsLow framerate in packaged shipping executable, but framerate is fine in editor
(UE4.19.2) Game performance is fine in editor, but packaged shipping build runs very slowly on Oculus CV1. Same executable runs fine on HTC Vive. Any thoughts on what I might have set incorrectly or should examine? Thanks! VRC TestSDKVersion: SDK version detected 1.19 EngineName: UnrealEngine EnginePluginName: OVRPlugin EnginePluginVersion: 1.21.0 EngineVersion: 4.19.2-4033788+++UE1.7KViews0likes1CommentOculus 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 1.33.0.1.3KViews0likes1CommentGear VR - Image effects issue
I know we should avoid post fx with gear vr, however i've seen extremely poor performances with lightweighted mobile camera effects, even on monoscopic camera. For example Amplify Motion which works best of all still have a significant impact on the framerate. I guess the issue is relatively recent.1.1KViews0likes3CommentsMQDH framerate lower than OVR Metrics Tool or users perspective
My App submission currently failes the review on the VRC.Quest.Performance.1 reqiurement. When observing the frame rate in MQDH I do see the low frame rate of 18 even in the starting window. When properly entering the application, I see the framerate quickly switching between 18 and 72. When using the OVR Metrics Tool, it show me a constant framerate of 72. Even from the users perspective, I do not see the beginning low framerate in the starting window or the quick switches of framerates in the main part of the application. This requirement currently fails during my app submissions. Does someone have an idea how to fix this or how to properly debug this behaviour? I am using UE5.3.2 and the latest MetaXR plugin version for UE5.3.2. Thanks!862Views1like2CommentsOculus 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 !815Views0likes1CommentRemove 90FPS limit to benchmark game
Is it possible to remove the 90FPS limit to benchmark my game's performance? After building and running my game, it runs at way over 90 FPS as long as I don't put on my Rift CV1. As soon as I start wearing it and the sensor inside it detects it and turns on the HMD screens, the application framerate is limited to 90FPS, meaning I cannot effectively benchmark the framerate. Is there a way to disable this somewhere in the Oculus settings?757Views0likes0Comments