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korinVR
Honored Contributor
November 1, 2014

(0.4.3) Changing scenes is very slow (takes 1-5 seconds)

After installing the runtime 0.4.3, I'm experiencing strange freezes when using Application.LoadLevel(). It takes 1-5 seconds randomly. Is there anyone suffering the same problem?

The lag occurs with applications built with both SDK 0.4.3 and 0.4.2. The runtime 0.4.2 works fine. And no lag occurs when DK2 is unplugged.

And this phenomenon occurs on only one of my PCs. Detailed setup is on my signature. Other two Windows 7 PCs (including MacBook Pro Retina) work fine.

I noticed some more problems of 0.4.3:

- Game view is still displayed at the wrong position.
- I feel Virtual Texture Scale is not working as documented.
- Release note says "Added option in the Oculus Configuration Utility to Suppress the Health and Safety Warning during active development" but I can't find it.

Thanks!
    This topic has been closed for replies.

    10 replies

    korinVR
    korinVRAuthor
    Honored Contributor
    November 25, 2014
    *Bump*

    I changed my signature. Here's my configuration.

    --
    Unity 4.5.5p5
    Oculus SDK 0.4.3.1
    Oculus Rift DK2 (Firmware: 2.12)
    Windows 8.1 Pro (64bit)
    GeForce GTX 750 Ti (driver version: 344.75)
    Core i7-3770K 3.5GHz
    DELL U3014(2560x1600) + Mitsubishi RDT233WX(1920x1080)
    --

    And there is another person experiencing the same problem.
    He is using Windows 7 and GeForce GTX 750 Ti.

    GeForce GTX 750 Ti is a common factor, but I don't know whether it is the cause.
    Katsuomi Kobayashi ( @korinVR ) at FrameSynthesis Inc.
    korinVR
    korinVRAuthor
    Honored Contributor
    November 25, 2014
    Oops, sorry, his GPU is GeForce GTX 650 Ti.

    And we noticed *_DirectToRift.exe causes the freeze.
    Non DirectToRift version works fine.
    Katsuomi Kobayashi ( @korinVR ) at FrameSynthesis Inc.
    Up and Coming
    November 25, 2014
    Same here, level loading takes a long time, this happens after installing the 0.4.3 SDK.

    btw, why does the camera freeze, is it also possible to change this? for normal 2d gaming this is not a big deal, but for VR you get instant sick when loading a level.
    Inspiring
    November 29, 2014
    "KatsuomiK" wrote:
    *Bump*

    I changed my signature. Here's my configuration.

    --
    Unity 4.5.5p5
    Oculus SDK 0.4.3.1
    Oculus Rift DK2 (Firmware: 2.12)
    Windows 8.1 Pro (64bit)
    GeForce GTX 750 Ti (driver version: 344.75)
    Core i7-3770K 3.5GHz
    DELL U3014(2560x1600) + Mitsubishi RDT233WX(1920x1080)
    --

    And there is another person experiencing the same problem.
    He is using Windows 7 and GeForce GTX 750 Ti.

    GeForce GTX 750 Ti is a common factor, but I don't know whether it is the cause.


    I would say that this latest update 4.3.xx is more the common factor!
    Just read the multitudes of complaints that this update has caused.
    Maybe that is it?
    Have you tried the more stable 4.2?
    korinVR
    korinVRAuthor
    Honored Contributor
    November 30, 2014
    Yeah, 0.4.2 runtime does not have the freeze problem.
    But if the latest runtime has a problem, it should be investigated.
    Katsuomi Kobayashi ( @korinVR ) at FrameSynthesis Inc.
    Inspiring
    November 30, 2014
    "KatsuomiK" wrote:
    Yeah, 0.4.2 runtime does not have the freeze problem.
    But if the latest runtime has a problem, it should be investigated.


    To be honest I doubt that much further work will be seriously done with the DK models.
    Why would there be? In a year or two both DK's will be just a smile and a memory.
    Much more sensible to get the consumer software and hardware to a point where it can be reliably placed in the market.
    A few scripts may emerge and a "fix" or two that might work but disrupt other functions that were ok.
    Sighs
    I guess the consumer version is top of the list now and our DK1 and DK2's will just fade away like the lava lamps of old.
    But keep on trying with it. Compromising is always the way of developers kits
    Inspiring
    December 5, 2014
    We fixed some threading issues related to scene transitions for 0.4.4. Does the new version help with this?

    "KatsuomiK" wrote:
    Game view is still displayed at the wrong position.

    Does resizing your scene or game window help with this? We are working on a permanent fix that will be part of Unity itself.

    "KatsuomiK" wrote:
    Release note says "Added option in the Oculus Configuration Utility to Suppress the Health and Safety Warning during active development" but I can't find it.

    Please see section 7.2 of the Oculus Developer Guide: http://static.oculus.com/sdk-downloads/documents/Oculus_Developer_Guide_0.4.4.pdf.
    Inspiring
    December 5, 2014
    "KatsuomiK" wrote:
    I feel Virtual Texture Scale is not working as documented.

    Looks like we broke it for 0.4.3. You can fix it by checking if OVRManager.instance.virtualTextureScale has changed in OVRCameraRig.UpdateCameras():
    	private float prevVirtualTextureScale = 0f;
    private void UpdateCameras()
    {
    if (needsCameraConfigure || prevVirtualTextureScale != OVRManager.instance.virtualTextureScale)
    {
    leftEyeCamera = ConfigureCamera(OVREye.Left);
    rightEyeCamera = ConfigureCamera(OVREye.Right);

    #if !UNITY_ANDROID || UNITY_EDITOR

    #if OVR_USE_PROJ_MATRIX
    OVRManager.display.ForceSymmetricProj(false);
    #else
    OVRManager.display.ForceSymmetricProj(true);
    #endif

    needsCameraConfigure = false;
    prevVirtualTextureScale = OVRManager.instance.virtualTextureScale;
    #endif
    }
    }
    Participant
    December 29, 2014
    "vrdaveb" wrote:
    We fixed some threading issues related to scene transitions for 0.4.4. Does the new version help with this?


    Don't know about the OP, but I'm still getting this freeze/lag in changing scenes (or even cameras occasionally) with 0.4.4 and Unity 4.5.5f. Issue started with addition of simple startup scenes using Application.LoadLevel(). Lags/freezes are random in occurrence and length, just as described by OP.

    With DK2 off/no HMD, issue disappears completely. App runs perfectly on main monitor (even at 144Hz, monitor refresh rate, so definitely not a performance issue). Running DX11 and direct to Rift. Any solution I'm missing? Thanks.

    In case it matters, system specs:
    DK2 (2.12 FW)
    i7-2600K @ 4.3GHz
    GTX 780 ACX (344.75)
    Asus P8P67 deluxe motherboard
    16GB Ripjaws X ram DDR3 1600
    AOC G2460PQU (144Hz 1920X1080p)
    W7 64 bit home, Oculus 0.4.4, Unity 4.5.5f
    Inspiring
    January 3, 2015
    Try attaching the Unity profiler or another profiler (such as xperf, see http://msdn.microsoft.com/en-us/library/windows/hardware/hh162945.aspx) and see if there are any spikes in your app or other processes during the load.