VR.WaitForGPU killing performance in Unity3D. Very difficult to profile other issues. Video Example
Here is a video showing what the issue is https://youtu.be/n5ngEzZSKH0 I'm trying to release an update to Vanguard V but perforance has become a real issue. The game runs at 150fps on my laptop but the framerate tanks when I touch the Oculus headset. I get these nasty yellow spikes and the FPS tanks to the 50s, even on my desktop (980 GTX TI). I then created a new scene with nothing but a camera and the default Directional Light. The framerate goes into the 800s until I touch the headset. It then tanks again to 90-100fps. This is an empty scene. Now, if this is by "design" it has made it very difficult to isolate any real issues in the profiler. Any help would be great. Unity 5.5.1f1 and observed in Unity 5.5.2 as well Windows 10 x6414KViews0likes13CommentsDistance Fog (using Forward renderer) - how to make it cheap?
Hello devs! My team is working on a VR game with quite long view distances and we've been trying out different solutions: Exponential height fog actor - too expensive Custom post-processing material - too expensive as it requires Mobile HDR to be enabled Planes with cloud textures using alpha-masking with Temporal Dithering - too expensive Anyone got other nice practises on how to do a performant distance fog? Or is it always an expensive trade-off? Thankful for all input! / Stefan6.1KViews0likes5CommentsNo performance gain with FFR - how is that possible?
Hey there, I'm using Unity (2021.1.28f1, URP 11.0.0) to build (Vulkan, Multi-Pass) for Quest 2. I'm desperately trying to get more perfromance for the application I'm making, as it's not reaching a constant 72 fps, but am stuck around 60 fps. I switched to Vulkan to be able to use Fixed Foveated Rendering and was hoping to thus gain the ~20% framerate increase I need. Unfortunately even though I'm GPU bound, activating FFR does nothing in terms of framerate, it just leads to a (barely noticeable) reduction in visual fidelity. Even at the highest level 4, I do not notice any speed-up, yet according to the Oculus Quest documentation the device should only have to render less than half the pixels! In terms of performance, his should be equivalent to reducing the camera's render target scale quite a bit, which, as I tried (reducing from 1 to 0.9) leads to the desired framerate of 72 fps. Now, I wonder: what is FFR really doing? The graphics in the docs indicate that only 46% of pixels (I counted!) need to be rendered on FFR set to "High Top", so how can that not lead to a massive improvement in perfromance? Thankful for any information on how and when to use FFR. Cheers!5.4KViews0likes5Comments16 Bit Depth Buffer
Hi there ! The documentation states that it would be beneficial to use a 16bit depth buffer and no stencil, but doesnt tell us how to achieve this. Does anybody know how ? I am using Unity 2019.4 with URP 7.4 & Oculus Quest 1 I tried brute forcing the depth buffer to 16 bit by editing in UniversalRenderPipelineCore.cs function: static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale, bool isStereoEnabled, bool isHdrEnabled, int msaaSamples, bool needsAlpha) Just add this line before return : desc.depthBufferBits = 16; // Override to 16 bit depth And it clearly works in Editor as i get a lot more z-fighting with big camera clipping planes, but when i use ovrgpuprofiler or renderdoc it still shows me DepthBuffer with 24bit and 8bit Stencil. I really hope someone from Oculus chimes can help with this! Best regards, Tim4KViews1like4CommentsQuest2 + Renderdoc Meta Fork - Injection failed : couldn't locate the launched activity....
Hi, This started happening since last week. The development APK build launches through RenderDoc OK, but while the application is loading, Renderdoc Meta Fork returns this error message: I've tried Renderdoc Meta Fork versions 39.2, 39.6,40.1,44.1,50.1 and 51.1. It seems to be quite random when it appears. The only way to fix it at the moment seems to be to keep installing various versions on the Quest2 until the error doesn't appear anymore. Sometimes the ADB and Renderdoc log/dmp files get updated during a crash, examples are shared here: https://drive.google.com/drive/folders/1-z4-VxMAwEnXskJ6hnngPlxAIaIWNVKCSolved3.1KViews0likes1CommentOVR Metrics tool showing GPU stats as 0
I have been using the Metrics tool as my #1 tool for in-app profiling and testing, but now the one feature I needed no longer works. I need to the frag/vert/frag%/vert% to guide me when I'm optimizing and all of those all show 0 now. Is this maybe an OS regression issue? I wasn't having this issue a few days ago. I have tried downloading all the older versions to see if it's the OVR metrics tool, all of them behaved the same. I have tried multiple headsets and they behave the same.2.8KViews0likes3Comments970 VR Drawcalls, Vertices, Triangles
Hi, I know that for Gear VR, there's a suggested limit of 100 drawcalls, 50-100K vertices guideline. What's the number for Rift like VR, I have a scene of about 500 drawcalls, 500K vertices, which I tested using Unity editor with CV1, all seems good. Still, is there any official guideline numbers available? Thanks, the reason I want to ask is I have a bunch of near 1M triangles models that I want to use, but kind of nervous about put them in the same screen space.2.5KViews0likes4CommentsAdvanced GPU OVR metrics not working
I've been using OVR Metrics HUD with the advanced GPU metrics since it was made available, and for the most part it has worked very well. Lately though it just stopped working and is giving me garbage values, and I've tried factory resetting, downloading older versions of it, enabling different settings in different orders and nothing is working for me! It's something that I really need to be able to work efficiently so if anyone could help out it'd be amazing!2.4KViews1like4CommentsUE 4.22 performance on Go / Quest ?
What's the consensus about UE 4.22 performance on Go / Quest ? When I tried one of the later previews, performance was horrible with ES2 and ES3.1. Since there is no 4.22 release with current Oculus integrations on Oculus github, I assume the reason for it is not that Oculus is busy prepping for Rift S / Quest launch, but because 4.22 performs worse than 4.21.x. Please enlighten me :)2.3KViews0likes7Comments