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LWRP constant below 72 fps performance in VR on Oculus Quest/Go

Discussion in 'Universal Render Pipeline' started by ROBYER1, Jul 22, 2019.

  1. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,450
    I have filed a bug report (Case 1171117) for this already but we are noticing that since trying out LWRP 6.7.1 on beta 2019.2.0b9, a unity scene with a few cubes and 4 or 5 mobile speedtree assets (from this pack https://assetstore.unity.com/packages/3d/vegetation/speedtree/free-speedtrees-package-29170) can barely hit 60fps+ at any time, often dropping to 52fps which is well below the required steady 72fps required of Oculus Quest. Moving back to the built-in renderer, the same scene is able to stay at and above 72fps. I am happy to provide the example scene I produced this issue with.

    We have realtime shadows off in the scene also and only baked lighting with a directional light on

    Has put me off moving to using LWRP or URP for a VR project starting soon as the promised performance improvements/optimisations of LWRP are not being seen yet :(
     
  2. Claytonious

    Claytonious

    Joined:
    Feb 16, 2009
    Posts:
    900
    Did you ever find any way to improve this or did you abandon lwrp for now?
     
  3. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,450
    Abandoned for now, will wait for stable Universal Render Pipeline