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.233Views0likes4CommentsRequest 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.814Views1like2CommentsclGetPlatformIDs() failed by Adreno OpenCL sdk
Hello, I am developing on Meta Quest 3 using Adreno OpenCL SDK for programs running on GPU. However, when I try to run the OpenCL examples on Android Studio, there is an error of function clGetPlatformIDs() with error code -1001, saying that the function cannot find the platform on the device. I have searched this problem online, and linked libOpenCL.so and other related libraries to the source, but the problem still exists. How should I solve this problem? Thanks. Adreno OpenCL SDK v2.0: https://developer.qualcomm.com/software/adreno-gpu-sdk/tools921Views0likes1CommentBlack grid on camera frame when displaying point cloud
I am developing an application that receives and display a point cloud. When I try to render a point cloud (both with normal mesh or MaterialPropertyBlock and GPU) I get what it seems to be a black transparent canvas that follows my head. This is very annoying. I tried to change materials and shaders, to disable shadows, but I didn't find a way to get rid of this problem.336Views0likes0CommentsMeta Quest 3 GPU Crash
Hi, I am building a Quest VR game with Unreal Engine 4.27 from Meta github Fork. There's random crash from time to time. It seems GPU Management Unit has crashed. Here's a log of what happened. I can't find documentation on what this opcode means. Here's another time, this time with a different code: Any help will be appreciated!805Views0likes0CommentsHuge GPU performance loss after updating to v55 from v54.
After Updating the Meta Quest 2 to v55 from v54 the GPU usage has increased from 50-70% to 90-99%. I had to reduce the resolution by 30% to maintain the solid 90fps that I had before the update. I've read online that some people now can't play some games like Beat Saber anymore after the update because it stutters a lot.Solved966Views0likes1CommentRandom spike in CPU usage and longer render times
Hello, I am a developer on a Unity app for Quest 2. We have a performance problem with our app that causes huge spikes in CPU usage. The app performs well and as we want it to at first, seen here captured by OVR metrics: All of the systems in the app test well and do not cause problems but after a certain amount of time doing various things, a user has a random random chance of having the framerate plummet. In this next picture, I experienced the bug and then returned to the login screen where the bug persisted: You can see that CPU usage has skyrocketed to a locked 100%. You would think that there is some process taking up frame time in the background. I took a look at the profiler on a build to see if there was a key culprit. Here is a frame under good conditions where performance is as expected: And after the bug, the frame looks like this: You can see that the player loop has almost doubled in duration, but the scripts portion of the frame is actually pretty much the same. The change is entirely in EarlyUpdate.XRUpdate and PostLateUpdate.FinishFrameRendering taking 5x as long as before. So why am I getting a huge CPU usage spike while also the rendering of the same workload is suddenly taking so much longer?? Is there any chance that the quest is downclocking under stress? Once this happens, there is no way to retrieve the old performance until you restart the app completely. There is no surefire way to trigger this to happen, it just randomly takes place when there's a decent amount going on and then stays forever. I do not understand what APP T and TW T mean in the OVR metrics panel as well, if those might lead to a culprit. Any ideas would be much appreciated, thank you.1.1KViews0likes0CommentsOculus using integraded GPU instead of Nvidia GPU
Hello everyone! I recently bought a Oculus Quest 2 and I have been having trouble with it. If I want to use my Oculus for Airlink it links and then it starts lagging so extremely much. Something around 1 or 2 frames per second probably. I can't play Beat Saber trough my Oculus or any other not Oculus store games. I have already tried several solutions that helped other people but nothing helps. Before you start typing my specs are not good enough, they are. It has been brought to my attention that my GPU is probably the problem. Oculus is using the integraded GPU from my computer instead of my Nvidia RTX 2060 GPU. Does anyone know how to fix this? I'm tired of not being able to enjoy my Oculus. If someone knows how to help please let me know Thankyou!2.4KViews0likes2CommentsCan I link my Quest 2 to the Oculus App on PC with a non-supported GPU for development in Unity?
I understand that the Oculus app for PC requires newer, more powerful GPUs in order to link the Quest 2 for PCVR games, however I need to link the Quest 2 to my PC for the purpose of development of a school project in Unity. I'm borrowing the Quest 2 from my school, so I didn't know that it would require such GPUs. From a couple tutorials I've watched, the easiest way to test a playable version of the project that I'm building in Unity is to link the Quest 2 to my PC via a link cable. I've already spent a bit of time setting up and developing my project in Unity, and now I'd like to test if the XR interaction and other elements in my project actually work with the headset. The problem is that my Quest 2 can't link to my PC app, because I have an older laptop with an outdated GPU(NVIDIA GeForce MX150), but my processor should be compatible(Intel Core i5-8250U[8th gen]). I don't actually want to link the Quest 2 to the PC app for any other reason than for my Unity to recognize/use the Quest 2 as the run device. From my understanding, the reason it only lets the Quest 2 pair with newer, more powerful GPUs is so that it can run PCVR games without any problems, but I only want to link it to test my Unity project. I think there is a way to build the project and then move it onto the Quest 2 without the need of a link cable, but that would waste time during production and I'm not totally sure how to do it. Is there any way to link the Quest 2 to the Oculus app on PC just for the sake of development? If not, can anyone point me to any resources to bypass the Oculus app for PC and still be able to test my Unity project?2.2KViews0likes3Comments