Can't meet FPS requirement in build - EDIT: partial fix
Hi, After running the automated VRC tests in the oculus debug tool, i'm growing concerned about the ability to accurately test my framerate for oculus rift s. The vrc testframerate fails, giving me an average of 67.5 fps (I should be hitting 80 for this oculus rift s). if I enable the performance hud and run the app again, i see conflicting statistics. Application GPU/CPU render times are about 3ms each, but the "app queue ahead" time is around 30ms? App framerate is shown perfectly locked at 60fps. If my total frame time is somewhere around 6-7ms, why am i getting a framerate at half that? The first scene in my unity build is a nearly empty menu scene, just a skybox and a simple menu. This runs perfectly fine in the unity editor, and usually a non-editor build will always run a little faster. I've tried changing vsync settings, running the app with nothing else open, restarting my computer even, nothing helps me hit the required 80fps in a near empty scene! Edit: I've upgraded from oculus integration 1.41 to 1.42, no change there. I also tried toggling the queue ahead option in the OVRManager component, didn't seem to change anything. Here's me rendering an almost empty scene in unity editor, easily getting 100+fps Unity 2019.2.1, windows 10 running a GTX 970, oculus integration from ap store version 1.41, will try upgrading to 1.421.7KViews0likes4CommentsHello VR Project Failing VRC.Quest.Performance.1 on startup
I recently submitted a game to the Meta Quest App Lab, and it was rejected for failing VRC.Quest.Performance.1, which means the frame rate dipped below allowable levels. When watching the app using the MQDH Performance Analyzer, it showed that a drastic frame drop occurred at the instant the app was launched- before/as the Unity splash screen is shown. In an effort to understand this issue, I built the "Hello VR" introductory project described here: https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/. When profiling this incredibly lightweight application using the Performance Analyzer, I still had performance-check-failing lag at application startup. I feel like I am missing something- what is the standard way to launch Unity games that does not result in frame drops? In my game I am using oculus splash screen and a lightweight initial loading scene, but it has not resolved the initial lag. This is a screenshot of the Performance Analyzer running the "Hello VR" app.1.9KViews0likes4CommentsPerformance 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/HKHHjwHlRns577Views0likes0Comments16 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, Tim4KViews1like4CommentsSudden bad performance in new and old builds
Heya Just a bit over one week ago the project I work on lost most of its build performance. After optimizing everything and triple checking the project settings we recovered barely any fps. I had tried to revert to older version of the project which did not help either. After many attempts to fix it I tried to play the older builds I had for comparison which were surprisingly low performance as well. These are builds from months ago which were running just fine until recently. An empty project with only the character controller results in the same bad performance, this plugin being the BNG Framework. As for some extra information regarding the details: It happens with both the quest 1 and 2. The project version is URP 2021.3.11f1 - the issues persist through other versions though. We have the XR Plugin Management, XR Interaction Toolkit, Oculus XR and OpenXR plugins installed. The headsets have been reset to factory settings. I'm hoping it's a temporary issue with the quest. However, answers/fixes would be deeply appreciated.2.2KViews0likes5CommentsFPS is gradually decreasing on Quest 2
I'm working on a multiplayer vr app for quest 2. There is a starting scene and a common room scene where all players join. Movement around the stage is carried out using teleportation. The player is represented by XR Origin component with XR Controller components. I noticed that after some time in the application, FPS drops. After about 10-15 minutes, FPS drops from original 72 to 45 - 50, and is no longer restored. Even going to the starting scene does not help, and only restarting the application helps to return the fps to the original 72. Running the app in host mode doesn't help either. The profiler shows that the resource consumption of the EarlyUpdate.XRUpdate method is increasing more and more, but I can not understand what this is connected with. I would really appreciate your help in solving this problem! Unity version: 2021.2.6.f1 Oculus XR Plugin: 1.11.3 XR Plugin Management: 4.2.11.4KViews2likes1CommentPerformance issue with OVRPlugin using OpenXR backend
Hello, our game is using Unity 2020.3.32f1 and Oculus Integration v39.0.0. We found in profiler that with OpenXR backend, OVRManager takes about 2ms CPU every frame on a Quest 1 device, while it only takes about 0.32ms if we switch back to the legacy OVRPlugin with LibOVR and VRAPI backends. (The profiler data were taken using a new project with only Oculus Integration 39.0 added, and with the sample scene MRC in Oculus/VR/Scenes) With deep profiling on, we found that it is from OVRP_1_16_0.ovrp_GetControllerState4(). We also found that if we remove the battery in 1 or both Oculus Touch controllers, the time drops (with 1 battery removed, it drops to around half and with both removed, it drops to near 0ms, but of course we can no longer play without controllers). As a result of this, we can hardly switch to the OpenXR backend due to the FPS requirement in Quest 1. Anyone knows if I am missing something or is it a problem with the plugin itself? Thank you.2KViews1like2CommentsOptimizing avatar instantiation. High cost of creating & uploading textures to GPU.
Hello, I am trying to optimize instantiating avatars at runtime using Unity 2021.3.5f1. I am using the GPU Skinning for improved runtime performance. When I create a new avatar currently, there is a few frames where the frame time spikes while textures are created. There are 3 textures created over 3 frames. The three functions that run are: OvrAvatarGpuSkinnedPrimitive.CreateMorphTargetSourceTex OvrAvatarGpuSkinnedPrimitive.CreateJointsTex OvrAvatarGpuSkinnedPrimitive.CreateNeutralPoseTex I have tried reducing the texture precision to reduce memory created but this has little affect. I also looked into pooling the textures but their dimensions are based entirely on the specific avatar being loaded so this was not possible since I do not know the avatars ahead of time. Does anyone have any insights or tips on how I can reduce or mitigate this cost? Thank you858Views0likes0CommentsSevere Screen Tearing Occuring when Performance Drops? Unity 2021.3.11f1+ URP
When the fps of my game drops even a little bit in my game a tear starts to form vertically on the right eye and depending on the load will shift over the right eye to the left. Its clear to me that the image being displayed past the tear is being fed a previous frame (it lags behind). I have also profiled the game using OVR Metrics and see nothing out of the ordinary to me. What is really confusing to me is that to my knowledge its never really supposed to do that even under stress. I have tried many different things, used just OpenXR, used OculusXR Plugin with Oculus Integration, tried a more recent unity version, used Vulcan and OpenGLES, created a fresh project and all had the same problem. I have played other quest games and had the fps drop and have never seen this behavior before. It's really sickening even for me and I have well over 1000 hours in VR so I cannot imagine how bad it would effect a newcomer. The only thing I found to really improve this issue was to switch to multi pass but it was still present in the corner and multi pass is really not ideal for this project.1.3KViews0likes1CommentWeird performance issue on Oculus Quest 2 Unity build
Hi, maybe im doing something painfuly wrong and obvious but im just not seeing it yet. What is currently happening is that an APK that worked on my previous oculus 1 in wich the game run good is now facing serious performance issues. The same game nothing has changed. The only this that has changed is the headset. In summary the build on the Oculus quest 2. Now runs at 1 FPS MAX and then proceeds to crash. And this is obviously something wrong with a setting or something that will make the build run fine on the oculus quest 2. But im just to much of a newby to see it. Btw the headset is fine. I have tried playing others standalone games on the quest and there is nothing wrong on that side. Another btw im on Unity 2019.4.25f11.3KViews0likes0Comments