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Question oculus quest 2 performance

Discussion in 'VR' started by Aizat216777, Nov 9, 2021.

  1. Aizat216777

    Aizat216777

    Joined:
    Jan 21, 2015
    Posts:
    4
    i have weird result with different textures
    i created a simple test scene(4.5k triangles) with URP and Dynamic Batching
    i use 3 materials (URP/Lit) with 3 simple color textures. my result 72 FPS.
    i changed 3 textures in "Paint" to gradient and my result 50 FPS.
    how can i fix it?

    Unity 2021.1.28f1

    Packages:
    URP 11.0.0
    XR Plugin Management 4.2.0
    Oculus XR 1.10.0
    OpenXR 1.2.8

    Rendering mode: Single Pass Instanced

    Build:
    IL2CPP,
    x64
    OpenGLES3,
    Linear Color Space,
    Multithreaded Rendering enabled,
    Graphics Jobs enabled

    Quality:
    Texture Quality - Full Res

    URP asset settings:
    HDR - disabled
    Anti Aliasing (MSAA) 4x
    Render Scale: 1.0

    Main Light - Per Pixel
    SRP Batcher - disabled
    Dynamic Batching - enabled
    Mixed Lighting - disabled
     

    Attached Files:

  2. Fraunhofer_Singapore

    Fraunhofer_Singapore

    Joined:
    Jun 12, 2017
    Posts:
    1
    Have you figured it out?
    Same observation on my side. Stuck at 72 or 73 FPS even though the scene is very simple.
     
  3. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,968
    That's the refresh rate of the quest, so you're fine. You have to specify if you want to run at a higher FPS using OculusXRPlugin
     
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,968
    Could you try the latest Unity version?
    Also update your Oculus Plugin and in the android section of it enable the optimisations and set the stereo mode to multiview!

    If the issue still is there, download OVRMetrics and report back if the CPU or GPU is highly used.

    The profiler says that vsync (hardware managed, can't turn this off) is why it drops down
     
  5. liubq97

    liubq97

    Joined:
    Jan 16, 2023
    Posts:
    1
    Hello, could you elaborate in more detail about how to specify it in OculusXRPlugin
     
  6. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,968
    OpenXRPlugin.SetFramerate or something like that if you use oculus integration