Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question Low fps on my vr game

Discussion in 'VR' started by ShadowZie, Nov 15, 2021.

  1. ShadowZie

    ShadowZie

    Joined:
    Nov 5, 2017
    Posts:
    70
    Hey, I am Developing a game and I have a little map with some props and objects

    And with anti-aliasing x4 I am getting only 36 fps no lower and no higher I don't have post-processing, and it's around 200 - 300k Verts On oculus they are saying quest can go up to 500k verts

    I did every optimization that I could find on the internet and the quilty is on low and vsync is off and all the materials are on simple lit and more

    without anti-aliasing its 69 - 72 fps but you can see like flicking / jittering on all the meshes and its really annoying

    what should I do?
     
  2. NemesisWarlock

    NemesisWarlock

    Joined:
    Jan 21, 2017
    Posts:
    141
    Verts aren't the problem with Quest 2 and unity. it's Draw Calls, and Fill Rate/Transparencies. Check how many "SetPass Calls" are being made. Do you have many transparent objects in the scene?
     
  3. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
    What Muskie said, also please tell us:
    - Unity version
    - URP or built in?
    - Oculus XR Plugin version
    - What render API is used (GLES3 or Vulkan)
    - What optimizations are turned on under XR Management for the Quest?
     
  4. ShadowZie

    ShadowZie

    Joined:
    Nov 5, 2017
    Posts:
    70
    I don't think I have any transparent objects
    but the SetPass Calls is 52

    We are using 2020.3.22f1 LTS , URP , GLES3 , Oculus XR version 1.2.8,

    I am using openXR and I set render mode to single pass , all materials are simple list and 99% of the models are static with light map and most of them have shadow off
    and post processing off
     
  5. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
    Upgrade the Oculus XR to 1.10 or 1.11 (or if you want late latching 2.0 preview). For me (on vulkan) I got a huge boost by going from 1.10 to 2.0
     
  6. FiveFingerStudios

    FiveFingerStudios

    Joined:
    Apr 22, 2016
    Posts:
    508
    Have you tried using the profiler to see what is taking the most time?
     
  7. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    This is because vsync (it is forced on for VR of course) is causing the FPS to drop to the next division, so it's 72->36 (halved).

    MSAA 4X isn't real culprit here, it is merely the thing that just pushes it over the edge. Much more likely is the complexity of your shaders and models. You'll have to be more forthcoming with information.

    Oh yeah - make sure latest Unity tech release and disable HDR.
     
  8. ShadowZie

    ShadowZie

    Joined:
    Nov 5, 2017
    Posts:
    70
    Hey thanks for helping
    I am on version 1.2.8 for openXR plugin I don't see an option to upgrade to 2.0
    I tried vulkan but the game won't work it only showed me 3 dots loading


    I tried but the profiler won't connect to the android build for some reason



    Thanks for helping, I tried without HDR its still around 36 - 40 fps most of my shaders are simple lit or unlit nothing custom and it's around 150 - 300k Verts per map and I have occlusion bake for every map
    without anti-aliasing I am getting 72 fps
     
  9. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
  10. ShadowZie

    ShadowZie

    Joined:
    Nov 5, 2017
    Posts:
    70