Skip to main content
Inspiring
July 11, 2014

Unity Framerate locking - DK1 vs. DK2

Is something in the Unity integration (one of OVR prefabs?) locking the framerate in Unity to 60fps? I almost always get 59.35 fps.

Is it my system locking me to 59/60 or is it something in the integration? And if it's the latter, will DK2 lock it to 75?

Is there a way to test now whether I can consistently render at 75fps? I'm worried that I'll need to make serious changes to keep things looking good in DK2.

I'd be grateful to hear from anyone with knowledge on the subject.

Thanks!
    This topic has been closed for replies.

    5 replies

    Inspiring
    July 11, 2014
    Definitely helpful to have vsync off just for the sake of quickly seeing what kind of performance you're getting. The Oculus Unity integration turns vsync on regardless of what you've specified in the Quality Settings. You can disable that by going into OVR/Scripts/OVRCameraController.cs, and there is a line of code all the way at the bottom that says:

    QualitySettings.vSyncCount = 			1;

    Just comment that out and you're good to go. When you're really pushing for optimization though, you'll want to run the Profiler to focus on reducing the *time* things take instead of purely watching the framerate.
    Titans of Space PLUS for Quest is now available on DrashVR.com
    ridoutbAuthor
    Inspiring
    July 11, 2014
    Thank you, Drash. Seeing the true FPS will help know whether I need to make any serious course corrections.

    My 6yo daughter and I are big Titans of Space fans, btw!!! :D
    Inspiring
    July 11, 2014
    "drash" wrote:
    QualitySettings.vSyncCount =          1;


    Yeah, it should be fine to comment that out if you know what you're doing with the Edit > Project Settings > Quality panel. It won't be there in the next release, but we will be syncing to vertical blanks when you enable TimeWarp, which reduces latency and is optional.
    Up and Coming
    July 15, 2014
    "vrdaveb" wrote:
    "drash" wrote:
    QualitySettings.vSyncCount =          1;


    Yeah, it should be fine to comment that out if you know what you're doing with the Edit > Project Settings > Quality panel. It won't be there in the next release, but we will be syncing to vertical blanks when you enable TimeWarp, which reduces latency and is optional.

    You guys got TimeWarp working in Unity? Nice one!
    Scott Vandonkelaar Zero Latency - Inversion VR
    Participant
    July 15, 2014
    "diablosv21" wrote:
    "vrdaveb" wrote:
    "drash" wrote:
    QualitySettings.vSyncCount = 1;


    Yeah, it should be fine to comment that out if you know what you're doing with the Edit > Project Settings > Quality panel. It won't be there in the next release, but we will be syncing to vertical blanks when you enable TimeWarp, which reduces latency and is optional.

    You guys got TimeWarp working in Unity? Nice one!


    Agreed! I wonder though, if it will work day one of the SDK release or will we have to wait for a Unity update to unlock it?
    http://blackmatterlabs.com JanusVR: http://blackmatterlabs.com/corridor.html