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