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Participant
May 11, 2020

Massive CPU usage by OVRManager.Update talking to OvrPlugin in v16

I just updated my project to Unity 2019.3.13f1 and in the same move, updated the Oculus Integration package to newest from Asset Store (v16)

Now I cant even hit framerate in my menu scene, because OvrManager.Update() is using 4-5ms of my frame time.

If we enable deep profiling, we can see OvrPlugin GetControllerState4 being the culprit. Whats going on here?



Is anyone else seing this? I dont know what I can do since it looks like its a problem with the plugin itself
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    22 replies

    New Participant
    December 31, 2020
    So this is like a forced Vsync? It's essentially causing my app to sit always at around 11ms (90 fps). Same for this guy.


    Sanyol said:

    Is this normal that it takes around 10ms in Unity 2019.4 URP? I have latest Version of XR Oculus and Oculus integration 






    .
    New Participant
    June 16, 2023

    For anyone facing EarlyUpdate.XRUpdate takes Massive CPU time issues in the future (mine took 800 ms +)

    My Solution:
    *** 1. Update All of your graphic drivers (if you have more than one including Onboard Graphic Driver (Important) in your laptop)

    2. Update Oculus ADB Driver (not sure if this is related but I also updated it) 

    3. Update Oculus SDK (in my case) and XR plugin management

    My Problem:
    EarlyUpdate.XRUpdate takes Massive CPU time issues (mine took 800 ms +) only in the build

    My Environment:
    1. 2 graphic cards on the laptop  1. Onboard: AMD Radeon Graphics Processor (0x1638) 2. Dedicated: NVIDIA GeForce RTX 3060 Laptop GPU
    2. Build for PCVR Quest 2
    3. Unity 2022.3.0 / Oculus XR plugin 4.0.0 / XR plugin management 4.3.3