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Inspiring
November 16, 2015
The main change on the Oculus side of this release is that it uses mobile SDK 1.0.
motorsepAuthor
Inspiring
November 16, 2015
"vrdaveb" wrote:
The main change on the Oculus side of this release is that it uses mobile SDK 1.0.


Isn't it a good thing? :)

Has performance changed for the better with 5.2.2p4 or is it still the same as 5.2.2p2 on Gear VR ?
Inspiring
November 16, 2015
Yes, it's a good thing. Mobile SDK 1.0 will be supported for at least a year and apps that use it will automatically benefit from updates to our System Activities which are shared, similar to our PC Runtime. Compared to 5.2.2p2, performance is not much different in our tests.
motorsepAuthor
Inspiring
November 16, 2015
Sweet! Any ETA on upcoming update for Utils for Unity ?
Inspiring
November 16, 2015
This update didn't require a corresponding Utils release. It should work fine with 0.1.3.
Up and Coming
November 16, 2015
"motorsep" wrote:

Has performance changed for the better with 5.2.2p4 or is it still the same as 5.2.2p2 on Gear VR ?


See here.
http://forum.unity3d.com/threads/perfor ... st-2381154

With each 5.2 build, they are getting slower and slower.
motorsepAuthor
Inspiring
November 16, 2015
~1ms difference on CPU. Depending on how you would utilize CPU, it might or might not be critical. Also I noticed this sentence in the linked thread: "Keep in mind this particular test had a model that was 2.5mil tris and several dynamic lights".

Didn't Oculus specify that no real-time lights, 60 drawcalls and 100k triangles in the view ?
Up and Coming
November 17, 2015
There is nothing wrong with realtime lighting, you just need to be aware of the cost, and pay for it by simplifying something else in your scene.
Inspiring
November 17, 2015
Looking at the patch notes, "Editor: Fixed a crash in the editor when saving the scene" appears to have resolved half the issues on their bug tracker in one fell swoop.
Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op
Up and Coming
November 18, 2015
For GearVR, Anyone else seeing a pair of white lines across the bottom on Note 4 with this patch?
I had seen this issue before with p2 and p3 but only on returning from home menu.
I can make them appear with nothing more that the SDK sample scenes.

Only happens on device, 2 single pixel white lines in the lower 1/3 of the display and they are drawn over top of the oculus distortion and time warp.

Sent this In to Ouclus last week as a bug with a repro.