Performance issues after building APK for Meta Quest 3
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.175Views0likes4CommentsRequest for supporting dynamic loading OpenCL
I am developing a native app that utilizes OpenCL, Vulkan, and OpenXR, but I’ve encountered a significant roadblock: `libOpenCL.so` cannot be dynamically loaded with dlopen because it is not included in `/etc/public.libraries.txt`. While it’s technically possible to extract the library using `adb pull /vendor/lib/libOpenCL.so` and bundle it within the APK, this is not a scalable solution for supporting a diverse range of devices, even within the Meta ecosystem. I understand this limitation may be due to security considerations, but it’s worth noting that `libvulkan.so` is already accessible. Restricting developers to Vulkan forces additional effort to convert OpenCL kernels into SPIR-V, which seems unnecessary, IMHO. Providing support for `libOpenCL.so` would significantly enhance compatibility and streamline development. This is especially important given that many deep learning frameworks rely on dynamic loading of the OpenCL library through stub code.793Views1like2Comments