Unity 2017.1 performance with GearVR
I recently updated to Unity 2017.1.0p5 and am trying to figure out why I'm now seeing a big performance hit. In 5.6, I was seeing a solid ~60 fps in my application's main scene. You are essentially a passenger on a plane that moves around an airport. No interaction, just on-rails movement for now. I'm using 1.15 Unity integration and running on a S6.
Poly count stays consistently below 100k (between 40-80k), though draw calls sometimes top 150 (trying to figure out under what conditions). The draw call count was not causing performance problems with 5.6 builds. I've got another level select scene that runs consistently at 60, but its poly/draw count is extremely low, so it's not pushing any performance boundaries.
Rendering settings are:
Auto graphics api
Multithreaded Rendering
Static/Dynamic Batching
GPU Skinning
Single Pass
Performance is the same with Graphics Jobs on or off (is this even compatible with Single Pass now?)
I'm pretty sure this is something on the Unity side of things, as my 5.6 build (with the same scene) still runs as expected. So anyone else run into performance issues and have some leads as to the potential cause?
I'll try to keep this thread updated as I dig deeper.
Poly count stays consistently below 100k (between 40-80k), though draw calls sometimes top 150 (trying to figure out under what conditions). The draw call count was not causing performance problems with 5.6 builds. I've got another level select scene that runs consistently at 60, but its poly/draw count is extremely low, so it's not pushing any performance boundaries.
Rendering settings are:
Auto graphics api
Multithreaded Rendering
Static/Dynamic Batching
GPU Skinning
Single Pass
Performance is the same with Graphics Jobs on or off (is this even compatible with Single Pass now?)
I'm pretty sure this is something on the Unity side of things, as my 5.6 build (with the same scene) still runs as expected. So anyone else run into performance issues and have some leads as to the potential cause?
I'll try to keep this thread updated as I dig deeper.
