Advanced 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!2.3KViews1like4CommentsUnity Quest 3 Multithreaded performance
Hello, I noticed that in Unity (2022.3.15) when I want to use multithreading I only have 2 Job workers available. On PC I have many more, the question is if there is a setting or Quest 3 gives only 2 threads to use ? Thank you in advance.816Views0likes0Commentsextended periods threshhold
Hello, I am working with a developer who is creating their first VR App/game. When reviewing the VRCs, in particular the VRC.Quest.Performance.1 test case. The expected results reads The application should not experience extended periods of framerate below the requested refresh rate of the display. Exceptions include when there’s a black screen or loading scenes, or when system menu overlays are present. We were interested in, what Meta considers an Extended Period? 5 seconds? 10 seconds? Any information would be helpful Thank you in advance, Lee-Roy699Views0likes0CommentsOptimization extensions for Vulkan
It would be great to have performance counters and shader disassembly built right into Vulkan. Check out VK_AMD_shader_info, this way we can dump disassembly into logcat or even display in the app itself! It would be really cool if you would give us ability to write assembly directly, some of us developers wouldn't mind that also. Performance counters for a console such as Quest is a no-brainer but still missing somehow. RenderDoc counters are nice but what we really need is to be able to bake performance queries right in-between individual commands or submits if that's too hard. Then we can build custom built-in tools to optimize in a much tighter iteration loop than to fire up a RenderDoc capture every time we iterate on a performance issue. Thank you.1.2KViews1like0CommentsNo 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!5.3KViews0likes5CommentsCannot pass VRC.Quest.Performance.3 on a built Unity APK
We are struggling to hit the 4 second requirement for AppLab submissions in Unity 2019.4.7f1. Our app takes around 8 seconds to hit our empty scene except a canvas image and some text. Upon testing a sideloaded standard empty URP project with the Oculus SDK it takes longer than 4 seconds just to get into an empty scene with nothing but the default URP and Oculus SDK assets!! A splash screen seem to doesn't improve this at all either? - Worth noting that we are still needing to use the Legacy Oculus VR SDK as we need to remain cross-platform with SteamVR for the PC client. I was wondering how it's possible that apps like Superhot and Beat Saber have managed to have a logo above the three Quest loading dots. And if that's something we would be able to set up for our app and would be appropriate to meet the VRC.Quest.Performance.3 criteria? I have done much Googling for this and have come up completely short, this is completely stumping me so I hope someone can help!1.8KViews0likes1Comment