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Android Optimized Frame Pacing for VR?

Discussion in 'AR/VR (XR) Discussion' started by Claytonious, Aug 13, 2019.

  1. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    695
    Is turning on "Optimized Frame Pacing" relevant to Android VR builds (such as Oculus, GearVR, Daydream)? Is it helpful or harmful or maybe does nothing at all in VR?
     
    ROBYER1 likes this.
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    26,729
    Bump for Quest
     
  3. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    6,054
    i remember reading that its only supported in certain (higher end?) devices (couldn't find the list right now though..) **

    anyways this thread said that theres no effect in unsupported ones:
    https://forum.unity.com/threads/whats-the-optimized-frame-pacing-feature.636847/#post-4291420

    **nevermind: The higher end devices thing was this other feature, https://blogs.unity3d.com/2019/04/0...oother-frame-rates-with-adaptive-performance/
     
  4. Mementos

    Mementos

    Joined:
    Sep 25, 2012
    Posts:
    79
    Doesn't even load my game if i start i use it on an oculus go.
     
    ROBYER1 likes this.
  5. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    791
    Never even tried to use it but I should test this out for sure
     
  6. Triverske

    Triverske

    Joined:
    Jun 27, 2015
    Posts:
    1
    I can confirm this crashes quest as well.
     
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