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Bug Adding Secondary Camera For Spectating In VR Tanks FPS In 2022.3 - While 2021.3 Was Fine

Discussion in 'VR' started by Charlicopter, Jun 16, 2023.

  1. Charlicopter

    Charlicopter

    Joined:
    May 15, 2017
    Posts:
    123
    URP + OpenXR.

    I upgraded a VR project from 2021 => 2022. The project has a secondary camera that renders a separate view to the monitor for spectating. The game has been running exceptionally well since before 2018.

    2022.3 has completely broken the spectator performance. When the secondary camera is active, it yields something around 10 hz, whereas when the secondary camera is disabled I'm getting 144 hz. I used to be able to run the game at 144 hz with the spectator camera active.

    Can be reproduced in empty scene.

    I've filed a bug report, but I wanted to open a discussion to see if anyone else can corroborate this problem in their project + discuss it.
     
    pierre92nicot and DevDunk like this.
  2. jonaskunze

    jonaskunze

    Joined:
    Jul 23, 2018
    Posts:
    1
    We have exactly the same problem here!

    Tried it using the VR template and an empty scene in 2022.3.2f1 and 2023.1.0f1: In that case we get huge frame drops (first image)

    If we port our 2021 project to one of those versions, the framerate drops from 80-90 fps down to < 30 fps (second image)
     

    Attached Files:

  3. Charlicopter

    Charlicopter

    Joined:
    May 15, 2017
    Posts:
    123

    There's an active bug report now:
    https://issuetracker.unity3d.com/is...s-enabled-while-in-play-mode-with-oculus-link