0.4.3 + DX9 +DirectToRift = 3000ms frames?
I'm going through the process of upgrading our project to 0.4.3, and I encountered an issue where after building the game and running it via DirectToRift I was getting an appalling frame rate (approximately 3 seconds per frame). The same thing happened in an almost empty test project with just the OVR integration imported, and also when I built the Tuscany demo. The downloaded, pre-built Tuscany demo runs fine. This only happens in DirectToRift mode, everything works fine if I use extended mode.
All this is in Unity 4.5.5f1
Shallow profiling reveals that when it is running slowly the game is spending over 3000ms in OVRManager.Update()
After fiddling with settings a bit I narrowed it down to the D3D9/D3D11 toggle. If the game is built in D3D9 mode then it runs incredibly slowly, if it is built in D3D11 mode then it runs smoothly.
I'm kind of cautious about just switching over to D3D11, It is a big project and I'm not sure what other knock-ons there might be (at the very least least time I tried D3D11 in 0.4.2 there was a noticeable performance hit). So I'm curious, should I be able to run in D3D9? or is what I'm seeing known/expected behaviour?
All this is in Unity 4.5.5f1
Shallow profiling reveals that when it is running slowly the game is spending over 3000ms in OVRManager.Update()
After fiddling with settings a bit I narrowed it down to the D3D9/D3D11 toggle. If the game is built in D3D9 mode then it runs incredibly slowly, if it is built in D3D11 mode then it runs smoothly.
I'm kind of cautious about just switching over to D3D11, It is a big project and I'm not sure what other knock-ons there might be (at the very least least time I tried D3D11 in 0.4.2 there was a noticeable performance hit). So I'm curious, should I be able to run in D3D9? or is what I'm seeing known/expected behaviour?
