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CardboardSDK vs Dive Performance

Discussion in 'AR/VR (XR) Discussion' started by oatssss, Jun 10, 2015.

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Official Cardboard or Durovis Dive?

  1. Cardboard

  2. Durovis Dive

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  1. oatssss

    oatssss

    Joined:
    Dec 20, 2014
    Posts:
    26
    I wanted to see how other people's performance is with the cardboard sdk on Unity 5. After the switch to 5 broke the official cardboard sdk a while ago, I switched over to durovis dive and continued development. Now that it's working again, after switching back, I get at least a -10 average fps drop.

    Running on an HTC One M7, I get ~40fps in one scene with dive, but only ~30fps with the same scene using cardboard-sdk and that's after disabling distortion.

    Love to hear how other people are doing with cardboard. If you have any tips for me to try and bump the frames up please share!
     
  2. dolims

    dolims

    Joined:
    Sep 13, 2014
    Posts:
    61
    Cardboard SDK v0.5 for Unity 5 is still using the Unity image effect for distortion, rather than the native code distortion. If you have Unity 5.1, you can enable the native code distortion by removing the line "debugDisableNativeDistortionCorrection = true" in AndroidVRDevice.cs. (You can try it with Unity 5.0, but you may see rendering glitches still.)