Anyone having performance problems with 5.1
I recently switched to using Unity's built in VR integration from the Oculus SDK, and it seemed like there's a substantial performance degradation in doing so. I was able to consistently hit 75Hz in standalone VR builds before, but now that's very difficult to hit, even after upgrading my Oculus runtime to 6.0.1 for the queue ahead functionality (which DID help a bit).
I made a thread on the Unity forums (specifics from my profiler results are in there), but so far nobody has a solution or explanation for me. I'm not sure what's changed, but both my CPU and GPU are both sitting idle most of the time and don't really appear to be parallelizing well.
Anybody else seeing this loss of performance? Anybody have any idea what might be causing it? Ideally, I'd like to stick with the Unity VR implementation, as it's a lot simpler to manage and is more likely to be compatible with multiple headsets.
I made a thread on the Unity forums (specifics from my profiler results are in there), but so far nobody has a solution or explanation for me. I'm not sure what's changed, but both my CPU and GPU are both sitting idle most of the time and don't really appear to be parallelizing well.
Anybody else seeing this loss of performance? Anybody have any idea what might be causing it? Ideally, I'd like to stick with the Unity VR implementation, as it's a lot simpler to manage and is more likely to be compatible with multiple headsets.
