Optimizing Unity build for Quest/Quest2
I'm new to Quest/Quest2 deploying and I'm wondering what I'm missing here... I have game that I made for Oculus Go and it's just able to run steady 60fps on Go. When I deploy it on my new Quest2, the game can't sustain 72fps. It's steadily dipping to 62-64fps range. So I'm wondering if there's some general settings (different from Go) to apply when upgrading the project to Quest environment? Project is made with Unity 2019.4 Using URP Opengl Static and dynamic patching Arm64 upgraded for Quest Cpu is running mostly at level 2 and 3,sometimes topping on 4 at ~70%usage GPU is running mostly at max level 3 and at 70~98% usage. So GPU seems to be the bottleneck here.4.5KViews0likes8CommentsQuest Guardian rendering uses about 20% of GPU. Is this normal?
Our game is currently able to easily sustain 72fps in regular play. Using the OVR Metrics tool and Remote Monitor, it is using on average 60% of GPU and 40% of CPU. However, we've noticed that whenever we step into the boundaries of the Guardian System and the red grid begins to be rendered, the GPU usage spikes up to between 80 and 85%, while CPU is hardly affected. Is this expected? We have some larger, more visually complex levels in the pipeline and we're worried that even if we only use a reported 80% of the GPU, the game would stutter (and subsequently fail VRC.Quest.Performance.1) if the player is playing the game in a confined space and keeps crossing the boundaries.1.4KViews1like5Comments[Gear VR] GPU particles and horrible performance
I was learning / working with particles for my project and it turned out that GPU particles are horribly slow (and probably bugged/broken) in Gear VR. Here is the video with CPU particles (performance drops are due to video recording): https://www.youtube.com/watch?v=6ZjtqHaKSlg Once the drone crashes and particle system attached to it is deactivated, fps is still good. When I made smoke trail on the drone flying over in the arc to be GPU particles (exact same look and rate), fps dropped to the floor and even after particle system got deactivated and visibility was turned off, fps still stayed super low. My guess is it's a question to Epic, but I am sharing my finding here too.3.3KViews0likes13Comments[Gear VR] Odd performance issues with 4.14.3
I finally wrapped up my work on game code and decided to test performance with some extra art added to the game. Unfortunately I encountered horrible performance issues I don't recall having in 4.13.x and I am not sure what's causing these performance issues (I can't test on 4.15 yet as FMOD hasn't released updated plugin). I already added culling distance to each of the terrain (static mesh) chunk and rocks. In PIE I now get 1/4 of drawcalls from my previous tests. On the device I get same amount of drawcalls, as if I didn't do any optimizations. Here is my scene: https://www.youtube.com/watch?v=Rm10euiY_4k Profiling results: https://www.youtube.com/watch?v=rRosE381ACo Screenshots I took on the device using various stat cmds: https://s1.postimg.org/khkor8pst/Screenshot_20170226_140616.png https://s10.postimg.org/bhp4hioqv/Screenshot_20170226_140702.png https://s16.postimg.org/z5k33gdzn/Screenshot_20170226_140728.png https://s27.postimg.org/ri6nmf601/Screenshot_20170226_140755.png https://s4.postimg.org/t21qi5s1n/Screenshot_20170226_140835.png https://s17.postimg.org/eawt62n4d/Screenshot_20170226_140952.png https://s11.postimg.org/79l5h4g81/Screenshot_20170226_141026.png If I remove those 2 skeletal drones, nothing changes at all. Thanks beforehand454Views0likes1Comment[Gear VR] Instanced Static Mesh component question
So I am still battling UE 4.13 and ISM. Regardless what Epic staff states, I don't believe ISM is supported in Gear VR. I used ISM actor with 8 instances of one of the Infinity Blade columns and I also simply duplicated those columns and merged meshes using Merge Actor tool. I put those 2 actors side by side (in a way that when one actor is fully in the view, close up, the other one is outside the FOV so it could be culled) and tested performance in-game on the device. When ISM actor is in the view, fps drops to 20 (that's besides the fact that ISM actor renders black on the device). When merged actor is in the view - no fps drop at all (and it gets rendered perfectly fine). @vrdaveb any idea if ISM is supported at all when doing VR rendering with ES2 path ? While ISM is more convenient than merged actors, I don't want to waste more time trying getting it to work on Gear VR. Thanks2.4KViews0likes11Comments