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Up and Coming
April 6, 2015

Detecting GearVR render framerates

Using Time.deltaTime gives me the game framerate. But with Async Timewarps, its always fixed to 60 fps. Anyone know how to obtain the render framerate? I've also tried disabling the "Time Warp" flag on the OVRCameraController, but that doesn't seem to actually disable the Timewarps.

Thanks,
Saswat
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    2 replies

    Inspiring
    April 6, 2015
    I know what you mean. The "Maximum Allowed Timestep" in Edit -> Project Settings -> Time is set quite low in support of async timewarp (and probably shouldn't touch it), so the workaround I suggest is to compute your own "delta time" for FPS calculations using the Time.realtimeSinceStartup value. You'll need to watch out for cases when the app is paused doing it this way though, since Time.realtimeSinceStartup will just keep accumulating whether the app is paused or not.

    Hope that helps.
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    sapandaAuthor
    Up and Coming
    April 6, 2015
    Thanks a ton, that does the job perfectly! I just ended up using the script from the reference doc:

    http://docs.unity3d.com/ScriptReference ... artup.html