đ Tune It: Performance and Optimization Clinic
Close to publishing your app, but running into performance issues? Join Start Mentor Sidney for this hands-on performance and optimization clinic where you can bring your project and analyze it using industry standard profiling tools and techniques to uncover whatâs holding your app back. Are you an optimization pro? Join in to help investigate other memberâs crashes, memory leaks, and performance bottlenecks. Join on Zoom14Views0likes0Commentsđ Tune It: Performance and Optimization Clinic
Close to publishing your app, but running into performance issues? Join Start Mentor Sidney for this hands-on performance and optimization clinic where you can bring your project and analyze it using industry standard profiling tools and techniques to uncover whatâs holding your app back. Are you an optimization pro? Join in to help investigate other memberâs crashes, memory leaks, and performance bottlenecks. Join on Zoom19Views0likes0Commentsđ Tune It: Performance and Optimization Clinic
Close to publishing your app, but running into performance issues? Join Start Mentor Sidney for this hands-on performance and optimization clinic where you can bring your project and analyze it using industry standard profiling tools and techniques to uncover whatâs holding your app back. Are you an optimization pro? Join in to help investigate other memberâs crashes, memory leaks, and performance bottlenecks. Join on Zoom30Views0likes0Commentsđ ď¸ Automate Your Build Pipeline
Nothing bogs down your launch more than a backlog of repetitive tasks and manual testing sessions. Join Start Mentor Shane for a high-level overview of how to use tools like Azure DevOps and GitHub Actions to automate your workflows so you can spend more time making your experience better and less time managing files. Join on Zoom29Views0likes0Commentsđ Tune It: Performance and Optimization Clinic
Close to publishing your app, but running into performance issues? Join Start Mentor Sidney for this hands-on performance and optimization clinic where you can bring your project and analyze it using industry standard profiling tools and techniques to uncover whatâs holding your app back. Are you an optimization pro? Join in to help investigate other memberâs crashes, memory leaks, and performance bottlenecks. Join on Zoom29Views0likes0CommentsError with Unity Vulkan Dynamic Resolution Despite Supported Version?
I'm on a project on Unity 6000.0.58f2, and can't seem to get dynamic resolution working as expected on a build for the Quest 3. OVRMetrics shows that dynamic resolution isn't working (the resolution is fixed). When I activate dynamic resolution, I get the following error: Error Unity Vulkan Dynamic Resolution is not supported on your current build version. Ensure you are on Unity 2021+ with the Oculus XR plugin v3.3.0+ or the Unity OpenXR plugin v1.12.1+ However, our project is on 4.5.2 of the Oculus XR Plugin. The error suggests this version is supported. Has anyone else had this error, and is anyone aware of a solution (or a supported version of the engine/plugin?)72Views0likes3CommentsCan I download older version of Meta Link?
Hi, I have three products that were supposed to launch on December 1, and all three are dead in the water, waiting on a fix for the Meta Link v83 bugs. The headset update to v83 did not fix any of my issues on any system, Nvidia or AMD, on any of three PCs I've tested on. I switched headsets, cables, and did full uninstall / reinstall cycle. If I start with a basic Unity app and add the All-In-One SDK, it flat out refuses to work with even the most basic OVRCameraRig setup. I don't know how this isn't plaguing everyone else. But I need to ship these products. Is it possible for me to download and use an older version of Meta Link ? Does Meta have pre-release versions of Meta XR All-in-One SDK ? The official one is still v81. That might be the silver bullet. Thank you, -Chilton837Views0likes1Comment[Performance Clinics] Most Common Bottlenecks
Hi all, angelsinâ here! Over the past couple months I have been running the Performance and Optimization clinic where I have had a chance to look at projects from the community and I wanted to share a breakdown of common performance bottlenecks I have seen, particularly in Unity, though many of these apply across engines. CPU-Bound Bottlenecks When your application is CPU-limited, the frame time is constrained by tasks that must complete on the main thread before rendering can proceed. Some frequent culprits: 1. Excessive Use of Update() A high volume of Update() calls can lead to significant per-frame overhead. Even empty or lightweight updates add up. Centralizing logic or adopting an event-driven architecture can reduce overhead. 2. Verbose Logging (Debug.Log, print) in Runtime Builds Logging per frame, especially within tight loops or frequent callbacks, adds unnecessary CPU and I/O overhead. Always disable or strip debug output in production builds. 3. Synchronous Operations on the Main Thread Blocking operations such as asset loading, file I/O, or network requests should never run on the main thread. Use asynchronous APIs or offload to worker threads when possible. 4. High Garbage Collection Pressure Frequent allocations (e.g., via new, string concatenations, LINQ) can cause GC spikes that result in frame drops. Profiling tools like Unityâs Memory Profiler can help identify hot allocation paths. Object pooling and reuse patterns are critical in VR. GPU-Bound Bottlenecks GPU limitations often arise from rendering complexity or shader overhead. These can manifest as reduced frame rates, late frames, or motion stutterâparticularly problematic in VR where latency is noticeable. 1. Overly Complex Shaders Fragment-heavy shaders, excessive dynamic branching, high instruction count, or unoptimized lighting models can degrade performance rapidly. Use shader variants and fallback techniques, and test on target GPU hardware. Remember that the Quest is just specialized mobile hardware 2. High Polygon Count / Geometry Throughput High vertex counts or excessive draw distances increase vertex shader load. Implement LODs, frustum and occlusion culling where applicable. 3. Excessive Draw Calls State changes (materials, shaders, meshes) are expensive. Use static and dynamic batching, GPU instancing, and texture atlases to reduce draw call count. Tools like Unityâs Frame Debugger or GPU profilers can help diagnose this. 4. Screen-Space Post-Processing Effects Effects like TAA, SSAO, bloom, and depth-of-field can be expensive, especially at VR resolutions. Evaluate the performance cost vs. visual gain, and ensure effects are configured for stereo rendering (some arenât by default). 5. Overdraw and Transparency Transparent geometry (particles, UI, decals) contributes to overdraw and increased fragment workload. Reduce transparency layers, sort particles efficiently, and consider depth pre-pass strategies. 6. Expensive Particle Systems Particle effects with large numbers of particles, expensive materials, or high update rates can saturate both CPU (emission, update) and GPU (overdraw, shading). Bake or optimize where possible, and avoid full-screen effects relying on particles. Best Practices Profile early and often using tools like Unity Profiler, RenderDoc, Meta Runtime Optimizer, and the MQDH. Always remember to check the timeline view as well as to deep profile if you cannot find the problems Always test on target hardware under worst-case scene conditions. Use GPU and CPU frame timing breakdowns to correctly identify the bottleneck domain before optimizing. Would love to hear what others have run into in real-world VR projects. Are there any less obvious bottlenecks you've encountered, or tools youâve found indispensable during optimization? Looking forward to hearing your insights, and be sure to keep an eye on the Events on the Discord where we will continue to have Performance and Optimization clinic hours if you want to drop by for help. -Sidney85Views0likes1CommentExtremely long loading times for VR PREVIEW in Unreal Engine after updating Meta Quest Link to v85?
Hey Guys! Has anyone else experienced extremely long loading times for VR PREVIEW in Unreal Engine 5.5.1 after updating Meta Quest Link to v85? I literally have to wait 3 minutes, when it used to load in about a few seconds.Solved84Views0likes2Commentsđ§Tune it! Performance and Optimization Clinic
A drop-in hour where you can come and get some help from Start Mentor Sidney (@angelsin) and your peers in interpreting profiles, reading RenderDoc, and overall understand any pain point areas in your app. This is an ongoing series, running every Monday at 12PT. Join on Zoom48Views0likes0Comments