Inspiring
May 12, 2017
[Gear VR] Several performance spikes from VR.WaitForGPU
- 2 replies
- 1339 views
I am working on an update for my game, but I am having performance issues causing movement to become jittery. I am using Unity 5.6.0f3. I am also testing on a s8. I have tried several optimizations to improve performance but none of it seems to matter. Here is a look at the profiler.
I am using Single pass rendering, but I read here that it can slow the GPU a bit on Qualcomm devices so I profiled without it, but that made little difference (besides increasing rendering stats) as you can see below.
I also tried using the OVRMonitor tool, but I don't know how to interpret the data. I have attached what I recorded though if anyone wants to look.
My scripts barely show up in the profiler besides a few spikes now and then. Most of the time seems to come from rendering, physics, and overhead. Like I said before I have optimized rendering a lot (I use simple shaders, not a lot of verts, render large objects last, etc). Any help would be greatly appreciated.
I am using Single pass rendering, but I read here that it can slow the GPU a bit on Qualcomm devices so I profiled without it, but that made little difference (besides increasing rendering stats) as you can see below.
I also tried using the OVRMonitor tool, but I don't know how to interpret the data. I have attached what I recorded though if anyone wants to look.
My scripts barely show up in the profiler besides a few spikes now and then. Most of the time seems to come from rendering, physics, and overhead. Like I said before I have optimized rendering a lot (I use simple shaders, not a lot of verts, render large objects last, etc). Any help would be greatly appreciated.
