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Inspiring
December 8, 2015

Unity 5.3 is out!

A large list of new stuff and fixes: http://unity3d.com/unity/whats-new/unity-5.3

Probably should wait for p1.

I saw Unity is looking for VR engineer, so I wonder if they are having troubles optimizing engine for performance in VR :/
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    17 replies

    sh0v0r
    Up and Coming
    December 9, 2015
    "vrdaveb" wrote:
    We haven't observed this. Can you profile the app and let us know where it's spending its time?


    I couldn't identify what the issue was, Camera.Render time is 2ms. The only thing I could see was the Gfx.WaitForPresent at about %90 of the time.

    The game uses a really basic Vertex Coloured Shader, no diffuse, one directional light, about 30k tris, 60 Draw Calls
    sh0v0r
    Up and Coming
    December 9, 2015
    "AADProductions" wrote:
    "vrdaveb" wrote:
    1) Yes, it would cost ~1ms per frame on both PC and all Gear VR models. We are testing all supported devices now and we expect CPU headroom to match what it was with Unity 4.
    2) Unity typically ships a patch release each week, so the wait should be no more than 2 weeks.
    3) We and Unity have updated our testing practices to keep pace with the weekly release schedule. Our tests show 5.3.0f4, 5.2.3p2, and 4.6.9p3 are all solid.


    Hooray! Thanks for this, it's awesome to see Unity & Oculus working together smoothly.


    Agreed, that's a relief to know!
    Inspiring
    December 9, 2015
    Sounds great! (Apart from sv0v's issue :/. )
    Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op
    Inspiring
    December 9, 2015
    "sh0v0r" wrote:
    The only thing I could see was the Gfx.WaitForPresent at about %90 of the time.

    That usually means the CPU is waiting for the GPU. I'm not aware of a 5.2->5.3 change that would affect this. It would be great to inspect a build with OVRMonitor (https://developer.oculus.com/documentat ... ure-intro/) to see what is going on.
    sh0v0r
    Up and Coming
    December 10, 2015
    "vrdaveb" wrote:
    "sh0v0r" wrote:
    The only thing I could see was the Gfx.WaitForPresent at about %90 of the time.

    That usually means the CPU is waiting for the GPU. I'm not aware of a 5.2->5.3 change that would affect this. It would be great to inspect a build with OVRMonitor (https://developer.oculus.com/documentat ... ure-intro/) to see what is going on.


    Looks like I'm not alone, some people think it has something to do with the Auto API settings.

    http://forum.unity3d.com/threads/5-3-an ... st-2414794

    [edit]

    Found this in another Unity Forum thread, haven't tested it yet.

    "Our android build was 60 FPS using Unity 5.3.0f2, but we dropped below 30 after updating to the official release 5.3.0f4.
    After some testing we've managed to get back to our original frame rate by disabling the OpenGL ES3 so only OpenGL ES2 is being used"
    Inspiring
    December 10, 2015
    One thing to watch out for is GLES2. Unity's support for it seems to be deteriorating. I would always recommend forcing GLES3 and ASTC as your texture compressor.
    sh0v0r
    Up and Coming
    December 10, 2015
    "vrdaveb" wrote:
    We've fixed the issue. It was related to thread synchronization. Basically, the main thread was being released too late. 5.3.0f4 does not contain the fix, but we are expecting it to land by 5.3.0p2.


    Looks like they rolled that out as a 5.2.3p3 release

    https://unity3d.com/unity/qa/patch-releases

    "VR: Optimized Oculus to start CPU work for next frame while Rendering the current frame."