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Deploying to device gets drastically different results on different computers

Discussion in 'VR' started by jlando, Jun 28, 2018.

  1. jlando

    jlando

    Joined:
    Jun 28, 2018
    Posts:
    2
    We've completed a project targeted for the HoloLens and perform a Build all, then Install to run the project on device instead of from the computer and get a pretty steady 60 FPS.

    We then take that project and copy it to another (slightly older) pc again do a Build all, then Install and launch it on the device and get about 10 FPS.

    What could possibly contribute to the poor performance when building and installing the app from the slightly older machine?

    I've done a clean install of Windows 10.

    I've gone through the process of making sure Windows 10 is completely up to date (Version 1803 build 17134.137).

    Updated all the drivers to the latest.

    I can't imagine the specs of the PC should matter too much considering it is just doing a build and install and the app is running from the HoloLens itself. Even so, this computer has 24 GB of RAM, a 1TB SSD, GTX 980.

    Both computers are using Unity 2018.1.4 and Visual Studio Community 2017.
     
  2. jlando

    jlando

    Joined:
    Jun 28, 2018
    Posts:
    2
    Turns out some of the Build Settings did not carry over. Specifically, in the Build Window / Appx Build Options tab the build configuration was set to Debug. Changing this to release solved the performance issue.
     
    MadeFromPolygons and BEFaughnan like this.