Performance Issue - VR Unity
Hi all, I am trying to finish my final year project in VR built in Unity and one of my scenes is not loading when clicking on the button menu (Start). This scene is loaded with different assets and in fact, is the only one that would not open and let my app crash. I have tried to remove a few assets but unfortunately, I am still experiencing the same issue. Any thoughts or suggestions? I really can't remove more assets from the scene as it would match the design I wanted to recreate. metasupportcase MetaStoreHelp https://youtu.be/HKHHjwHlRns577Views0likes0CommentsWebXR issues with Link Cable using Quest 3 and RTX 4090 - Graphics Gods please save me
Hey I'm having performance issues with a WebXR app that I'm working on specifically when connected to Oculus Link and viewing the app with WebXR through PCVR. I expected my RTX 4090 would make it faster but I'm getting worse performance. I've tried profiling on mac pro, quest 3 standalone, and link cable (quest 3). Link cable is by far the slowest and I'm not sure why. My beefy GPU should make the scene render faster shouldn't it? For this particular webgl scene, the per frame gpu time is less than a ms on my mac pro when using the emulator and using the webxr emulator on my windows pc yields about the same. Once I plug in, the gpu time shoots up to 10-15ms. I've run the oculus profiler and it reported a min-max of (0,20ms) and an average of 9ms. This is a super small scene with only 60k vertices so I'm not sure what's going on. I ran profilers and verified that my CPU and GPU both have enough headroom. They're both <50% utilized. I don't see any abnormal Garbage Collecting in the chrome profiler. I've tried a bunch of other stuff I read on forums like disabling Hardware Accelerated Graphics Scheduling, uninstalling MSI afterburner, updating drivers, and a bunch more. I can't for the life of me figure out why my macbook and the quest 3 standalone would be outperforming the 4090. Any tips or advice would be appreciated! Happy to provide performance or log traces too.1.8KViews0likes1Comment360 video player stuttering after OS update
A couple of years ago I developed an app made for Quest 2, which showed some high quality 360 videos. Together with one of the latest OS updates, came some sort of graphical glitch (mainly stuttering). Specifically, it appears while the 360 videos are playing. The videos are played with a VideoPlayer that renders them on a render texture in the correct resolution. This specific render texture is used as texture for a skybox material I added to the scene. The videos are 8192x4096 and follow the Meta guidelines . I'm currently working with Unity 2022.3.3f1 , but I'm updating it soon to the latest LTS. I'm also using the settings as suggested by the Oculus Integration Plugin. Given that the issue started showing up after a Meta software update, my best guess would be that I need to update something in the quality settings, but I haven't found any solution yet. I also tried to build an older version of my app, from a year ago, when there was no stuttering, but the issue now appears also in that version. I'll be happy to share any further information and thanks in advance for the help!1.1KViews2likes0CommentsLow FPS when viewing a mesh or particle from far away
I've been having this problem with my Quest 2 game where the framerate drops significantly when looking at a mesh from far away. The meshes don't even have that many vertices, about 200 at most, and viewing them up-close is fine too. The same thing happens for particles when viewing them from a distance, up close they're fine but as soon as you get far enough away, the framerate drops significantly. I know rendering really small triangles can have an impact on performance but the drop seems way too significant to be normal. I'm using Unreal Engine 5, is there anything I can do to improve my game's performance?743Views0likes0CommentsRandom 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.1KViews0likes0CommentsTerrible Performance on Firmware 50
Hi, we are using 2021.3.22 f1 and our main scene with the majority of meshes is performing terribly. This seems crazy to me that Meta would release a firmware update like this that affects every developer's apps. I saw a few others have the same issue with their store apps and 2021.3. Have any of you solved this issue? I am going to try downgrading to 2020.1.14 as it seems it may be related to an Android 11 Arm64 native heap allocator thing and they recommend downgrading. That would make sense as Oculus never updated Quest to Android 11, only from 10 to 12 and apparently there are some memory issues going on since Android 11 and the way our scene loads or doesn't load seems to be related to memory issues as it loads sometimes (with bad performance) and other times it doesn't and crashes, and sometimes it loads halfway and freezes too. We are using IL2CPP and ARM64 and testing on Quest Pro.681Views0likes0CommentsPerformance Issues after Firmware 50 update
We had some huge performance issue on new firmware update with our store apps. I would like to double check if someone else here got the same problem. Our 72fps apps running down to 8-40fps and spacewarp going crazy. Even our R&D apps running low after this update which is a lightweight poly testing grounds. All SDKs and plugins & API levels- are up to date and we cannot find the problem except some heavy threading work on IOTCAM. Can also say Semaphore running on 80-200ms for no reason. Thanks!1.3KViews3likes2Comments