Skip to main content
Inspiring
November 26, 2014

37.5 stable FPS (DX11 and Direct Mode) [0.4.3.1]

I've this weird issues.. actually i'm using DX11 with Vsync set to "EveryVblank".

If i try to play my own game with the Direct Mode everytime i was under the 60-65fps my framerate drops down to a stable 37-38 fps that's really similar to what actually do the Vsync.

But if i get more than 65-70fps i got stable 75fps.

This not happen in Extended Mode where i just have the really framerate i should have.

Some helps?
    This topic has been closed for replies.

    14 replies

    Up and Coming
    December 13, 2014
    Thanks Andrew. If occurring in Unreal this sounds beyond a Unity bug.

    I can run a scene on my 4 year old Macbook Pro at a blazing 40fps :D. When transferred to a modern gaming PC it runs at 75fps in extended. When in Direct to Rift the scene will randomly shift to 37.5fps.

    I agree with Welby that it seems to halve when below a certain FPS count. When above 70 everything is fine. I'm optimizing these areas to get around this FPS cliff, but still scary. Andrew's note of lightmapping makes sense too as this probably saved him enough frames to keep above this.

    Here's what I've tried in Unity 4.5.5p4:

    • Turning off Unity's VSync. No change.

    • Turned power settings to high performance. No change.

    • Purged ambient occlusion data and rebaked. No change.

    • Purged lightmap and rebaked. No change.

    • Turned off stereoscopic rendering and GPU Skinning in options. Noticable change. It occurs much less, but it still occurs. My guess is less these options and they're draining a few frames which push me off the FPS cliff.
    Cubicle Ninjas Custom VR App Development Guided Meditation VR for Rift, Gear, and Go
    WelbyAuthor
    Inspiring
    December 14, 2014
    "CubicleNinjas" wrote:
    Thanks Andrew. If occurring in Unreal this sounds beyond a Unity bug.

    I can run a scene on my 4 year old Macbook Pro at a blazing 40fps :D. When transferred to a modern gaming PC it runs at 75fps in extended. When in Direct to Rift the scene will randomly shift to 37.5fps.

    I agree with Welby that it seems to halve when below a certain FPS count. When above 70 everything is fine. I'm optimizing these areas to get around this FPS cliff, but still scary. Andrew's note of lightmapping makes sense too as this probably saved him enough frames to keep above this.

    Here's what I've tried in Unity 4.5.5p4:

    • Turning off Unity's VSync. No change.

    • Turned power settings to high performance. No change.

    • Purged ambient occlusion data and rebaked. No change.

    • Purged lightmap and rebaked. No change.

    • Turned off stereoscopic rendering and GPU Skinning in options. Noticable change. It occurs much less, but it still occurs. My guess is less these options and they're draining a few frames which push me off the FPS cliff.



    Well i have heard something else speaking about Lighs setted to "non static" that were making the issue,but i can't try now to set all the lights "static",i'm gonna try in few hours and come back here.

    However i've tried a bunch of stuff too without any result.. everytime i got less than 72-71fps.. i istananely have 37.5fps that's really an issue. I can understand that we need to have solid fps but SO MUCH solid is almost impossible. It can be also 2 or 3 fps that can make the difference and make the 37.5 fps for some istants..

    we definitely have to find a solution.
    MIND LABYRINTH VR DREAMS MIND UNLEASHED
    Up and Coming
    December 14, 2014
    It makes it hard to optimize for sure. Removing or optimizing content isn't immediately clear as it doesn't impact the frame rate since this is glued to 1/2 of the monitor refresh rate.
    Cubicle Ninjas Custom VR App Development Guided Meditation VR for Rift, Gear, and Go
    WelbyAuthor
    Inspiring
    December 14, 2014
    "CubicleNinjas" wrote:
    It makes it hard to optimize for sure. Removing or optimizing content isn't immediately clear as it doesn't impact the frame rate since this is glued to 1/2 of the monitor refresh rate.


    I Agree, However make the lights static doesn't solve the issue.
    MIND LABYRINTH VR DREAMS MIND UNLEASHED