360 video player stuttering after OS update
A couple of years ago I developed an app made for Quest 2, which showed some high quality 360 videos. Together with one of the latest OS updates, came some sort of graphical glitch (mainly stuttering). Specifically, it appears while the 360 videos are playing. The videos are played with a VideoPlayer that renders them on a render texture in the correct resolution. This specific render texture is used as texture for a skybox material I added to the scene. The videos are 8192x4096 and follow the Meta guidelines . I'm currently working with Unity 2022.3.3f1 , but I'm updating it soon to the latest LTS. I'm also using the settings as suggested by the Oculus Integration Plugin. Given that the issue started showing up after a Meta software update, my best guess would be that I need to update something in the quality settings, but I haven't found any solution yet. I also tried to build an older version of my app, from a year ago, when there was no stuttering, but the issue now appears also in that version. I'll be happy to share any further information and thanks in advance for the help!1.1KViews2likes0CommentsQuest 2 frame stutter when woke from sleep-mode
This bug (apparent frame loss or stale frames) is peculiar as it appears randomly when a game is first loaded, or on the condition when the Quest two is woken from standby/sleep mode and loads back into a game. Even more strangely, opening and closing the Oculus menu completely fixes the issue (menu button on the right controller). Specifically, for anywhere from 5 seconds to a few minutes after starting the game, a peculiar frame stutter becomes apparent when the player camera is moving quickly. Opening and closing the Oculus menu makes the bug go away 100% of the time, but putting the Quest 2 into standby mode and turning it back on causes the bug to reappear. The problem appears to eventually fix itself and the frames become smooth again, but it will come back if sleep mode occurs.1KViews1like1CommentLow poly-count indoor scene with performance issues while looking outside the room (weird pattern)
Hey there, Sorry, couldn't make a good title for this long post. To start, I have a discussion (https://forums.oculusvr.com/community/discussion/62088/experiencing-some-lags-stutter-in-games-apps-laptop-gtx-1060-is-hardware-the-problem#latest), that explains my problems while playing the Oculus Home app and Robo Recall. The lags/stuttering do not make them unplayable but is noticeable. The takeaway could be that my hardware is, in fact, the problem. Here's the build (if you didn't see in the other post): It's a Laptop i7 7700 HQ 2.8 GHz 32 GB RAM GTX1060 GPU headset pluged in usb 3.0 (but says 2.0) - using an usb 3.0 extension because the usb close to the HDMI is under an Asmedia controller with compatibility issues 1 sensor in usb 3.0 1 sensor in usb 2.0 it was expensive (I'm in Brazil) Secondly, what I've already tried: Set windows settings to performance over quality Disabled USB power saving in windows settings Went to Devices panel and turned off USB power saving option in every USB device possible Disabled windows defender while playing/working (I have no other anti-virus) I have no recording apps or anything with overlay issues that I've read about Disabled game overlay in GeForce Experience Set performance option in Nvidia Cotrol panel Now talking about Rift and Unity. I read about performance and optimizations and first I have to say that I did nothing about that in this scene that I'm going to show. I wanted to understand the need for optimization before optimizing. In unity docs they say you can get away with from 1 to 2 million vertices in view. I setup a scene with a maximum of 56k vertices in view. Why? Because I had one with 250k max and the stuttering was really noticeable, so I did cut a lot of heavy things. So how the scene is setup? Unity 2017.3.1f1 Only baked ligthmap No realtime shadows, because no realtime lights 1 non-directional lightmap of 4096x4096 (better than many of 1024x1024?) Forward rendering - tried with deferred too, with the same result Stereo rendering mode - tried single pass and multi pass, with the same result Two baked reflection probes (box projection) 6 point lights (baked) 1 directional light (baked) Camera (center eye anchor in a OVRCameraRig prefab) - not using Skybox No atlas for the textures used (the ground and one wall paper on the wall) - image below Too many materials? Lighting settings: Player settings: Here tried GPU Skinning, Graphics Jobs, with same results. Model hierarchy: The selected object has a mesh renderer as it's children. (the grouping can affect batching?) So, let's see the problem in video. I have three in youtube (linked below) In Unity without the profiler (with stats): https://youtu.be/-RjO3wu6l3Y In Unity with the profiler (with stats): https://youtu.be/lq7bQodU_Ho With a build (Fantastic quality) https://youtu.be/umb17rUJCOk I tried with lower quality, but the problem persist. When I crouch and stand up it happens too (simulating the pattern shown in the videos above). No problems when the view is restricted inside the room. When I look "outside" through the glass door (transparent material with reflections) the problem occurs. Disabled Static and Dynamic Batching once to see what happened, and the stutter happened on the glass door, instead of when moving the head to face the table. I read that the unity Skybox is a problem. I supose I'm not using it. I really want to understand what is going on here, before I try to optimize without knowing what to. Again, too low-end hardware?1.2KViews0likes1Comment