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Getting URP working with Vulkan for Oculus Quest 2 build

Discussion in 'Universal Render Pipeline' started by CreationFMR, Sep 15, 2021.

  1. CreationFMR

    CreationFMR

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    Nov 7, 2020
    Posts:
    22
    I don't if someone figured out how to setup URP with Vulkan for the Oculus Quest 2.

    Everything is working fine in the editor but the build version has performance issues.

    On an empty scene with one mixed directional light
    URP + OpenGLES3 = Stable 90 fps
    URP + Vulkan = Unstable 60 to 70 fps and if we move around we drop bellow 40 fps
    URP + Vulkan (optimize buffer discards or subsampled layout checked) = the game doesn't load (black loading screen)

    I have been playing around with different options in Project settings/Quality, Graphics, Player, XR Plug-in Management, Oculus XR, Lighting/Scene and reading online for the last 2 days. No matter which combination of options we try, it's always the same results or worst.

    Any help at all will be incredibly appreciated.
     
  2. hippocoder

    hippocoder

    Digital Ape

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    Apr 11, 2010
    Posts:
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    Do you have a bug number? it might help, also what version of URP/Unity?
     
  3. CreationFMR

    CreationFMR

    Joined:
    Nov 7, 2020
    Posts:
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    There is no errors, just really bad performance.

    Unity 2020.3.16f1
    URP 10.5.1
    XR Plugin Management 4.0.7
    Oculus XR Plugin 1.10.0
     
  4. hippocoder

    hippocoder

    Digital Ape

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    Bug reports are for bad performance. It's considered a bug. Black screens are also considered a bug. Crashing or errors have nothing to do with this. Unity usually won't act based on forums. It needs it elevated by QA via bug reports.

    Likely the problem isn't even where we'd think it is, it's for QA to suss that out.
     
  5. CreationFMR

    CreationFMR

    Joined:
    Nov 7, 2020
    Posts:
    22
    I will look into that. Thank you
     
    hippocoder likes this.