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New Participant
January 13, 2018

GearVR app 48 - 50 fps on empty scene

Hi, 
I am struggling with performance and it is unable to get 60FPS for Android Gear VR app. I have empty scene and I am getting 48-50 FPS. I am using Oculus Camera rig
Unity version: Unity 2017.3.0p1
Quality settings is lowest, Vsync disabled
To measure FPS using OVRFps counter from utilities.
OVR plugin 1.19.0

Do you know how where could be the problem and how to get 60fps? With previous version (Unity 5.xx) a year ago I had no problems. 

Thank you very much for ideas and help.

Screenshots from profiler recorded from device: 








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5 replies

smugglerAuthor
New Participant
January 14, 2018
Today I tried create new project, imported Oculus utilities 1.21.0 an FPS still 48-50 on Samsung Galaxy S6
smugglerAuthor
New Participant
January 18, 2018
Hi,

here is mentioned empty project: https://drive.google.com/file/d/1quEl41sjtzFLKitBR1dRlE2wV0u_NLFk/view?usp=sharing
Thx.
Peter
Up and Coming
January 22, 2018
From my testing I would not touch 2017.x unless you absolutely need some feature which is not provided by 5.6. It's a complete mine-field for mobile VR. 

Up and Coming
January 22, 2018
Also, as you have seen, there seems to be absolutely no performance regression testing or Oculus app submissions carried out when a  Unity new version is released, so don't trust that just because there is a new Unity version that it will be better. It can and will be significantly slower!
Up and Coming
January 22, 2018



EDIT: I have confirmed that there is a known Unity mobile regression ( non-VR) on 2017.3 causing this to occur. You will have to use an earlier version of Unity in the meantime.
Wait - so "non-VR" means that this regression doesn't affect VR? So it actually the culprit here? Can you share a link to a Unity bug report number or anything like that? Thanks!