Remove 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?754Views0likes0CommentsOculus 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 1.33.0.1.3KViews0likes1CommentPositional 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.1.8KViews0likes6CommentsPhysics 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!3.7KViews0likes14CommentsHorribly 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). /parth12KViews0likes56CommentsGear 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.1.1KViews0likes3Comments