Rift in standby (isUserPresent=false) produces much more CPU/GPU load than active app
Dear Pro-Developer,
we're developing an Rift VR-App using Unity 2017.3.1 and discovered an issue when Rift is not mounted (not in use).
The normal (Rift mounted) CPU/GPU (GTX1070) is 10/8%. The Standby-Load (Rift UNmounted) pushes the CPU/GPU load to 38/40% () !
We discovered that the reason for that is, that unity is rendering (~90fps) in normal mode, but ~1000fps in standby mode which causes the high CPU/GPU load.
We tried to fix that behaviour with "Application.targetFrameRate" but this won't work if VR is active in unity :-((
The issue happens with Oculus Integration AND native Unity with different unity versions 2017.2.* 2017.3.*.
Any idea how to fix that? (The system is running for several ours and is in standby 70% of the time)
Thanks in advance and best regards
Mario
we're developing an Rift VR-App using Unity 2017.3.1 and discovered an issue when Rift is not mounted (not in use).
The normal (Rift mounted) CPU/GPU (GTX1070) is 10/8%. The Standby-Load (Rift UNmounted) pushes the CPU/GPU load to 38/40% () !
We discovered that the reason for that is, that unity is rendering (~90fps) in normal mode, but ~1000fps in standby mode which causes the high CPU/GPU load.
We tried to fix that behaviour with "Application.targetFrameRate" but this won't work if VR is active in unity :-((
The issue happens with Oculus Integration AND native Unity with different unity versions 2017.2.* 2017.3.*.
Any idea how to fix that? (The system is running for several ours and is in standby 70% of the time)
Thanks in advance and best regards
Mario
