Minimal 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:3.9KViews1like3CommentsWhat is the fps of the feed sent to the preview monitor? Can it be manually changed?
What is the fps of the feed sent to the preview monitor? 30fps? 60fps? Can it be manually changed from it's default? I'm using a monitor that can go do 120Hz, 144Hz and 165Hz and attempting to make it look as smooth/"life-like" as possible.417Views0likes0CommentsOculus 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 !808Views0likes1Comment