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!2.4KViews1like4CommentsCan'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/HKHHjwHlRns577Views0likes0CommentsUnity 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.866Views0likes0CommentsUnderstanding performance and workfow..
Hello! i'm a bit confused about differences between PCVR and Deployed APK workflow.. What i understand is that PCVR makes Quest to be used as a second screen (in this case VR screen), so, all the gpu process, computation and logics are made in the computer, Quest is only rendering results... In this case, Quest requires the computer running the application in order to work... By the other side, Deployed APK allows application to run directly in the Quest and there is no computer dependency, all computation are made directly in the Quest... Until now, this is all i know, my question points to performance, i'm using Unreal Engine 5, my game works smooth on standalone mode, very smooth...... but when i switch to VR Preview, my game lags a lot, i was wondering why is this happening if GPU computation is being made by the computer.... I tried using both Air Link and Cable, but same result... Any help will be very appreciated..1.5KViews0likes1Comment16 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, Tim4KViews1like4CommentsExtended Periods Thresholds
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-Roy1.5KViews0likes2CommentsVR.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 x6414KViews0likes13CommentsSudden 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.2.2KViews0likes5Comments