VSync & GFX.WaitForPresent
Currently the VR experience that I'm working on has a lot of judder due to FPS being lower than 75. When I poked around in the profiler I noticed that most of the "lag" was due to GFX.WaitForPresent. I did a little looking in Unity Answers and it seems that GFX.WaitForPresent has to do with VSync. Is this correct?
Are there tips/tricks on how to reduce the time spent on GFX.WaitForPresent? I'm doing all kinds of frame rate optimizations (mesh reductions, lowering particle count, swapping out render textures for canned looped videos, no real time shadows, etc).
Also, has anyone gotten one of their VR experiences to run judder free in Direct HMD Access mode at FPS < 75? I know there were a few forum topics about judder being present at FPS < 75 and I was wondering if people have figured out a way to do it without VSync tearing.
Finally is there a way to run the DK2 in Direct HMD Access mode at 60 Hz? I'm curious if that would help the judder at FPS < 75.
Thanks :)
Are there tips/tricks on how to reduce the time spent on GFX.WaitForPresent? I'm doing all kinds of frame rate optimizations (mesh reductions, lowering particle count, swapping out render textures for canned looped videos, no real time shadows, etc).
Also, has anyone gotten one of their VR experiences to run judder free in Direct HMD Access mode at FPS < 75? I know there were a few forum topics about judder being present at FPS < 75 and I was wondering if people have figured out a way to do it without VSync tearing.
Finally is there a way to run the DK2 in Direct HMD Access mode at 60 Hz? I'm curious if that would help the judder at FPS < 75.
Thanks :)
