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Resolved Performance tanks after Playing a few times

Discussion in 'VR' started by Innovine, Sep 3, 2021.

  1. Innovine

    Innovine

    Joined:
    Aug 6, 2017
    Posts:
    522
    I have a scene where I get a constant 44fps as long as I leave it running.
    After a few starts and stops of Play mode my frame rate goes down.
    I do nothing else, not even move the mouse. Just stop, wait a moment, and play. The frame rate is roughly halved again. It bottoms out at a few fps.
    I am not moving my HMD around. The scene is just static objects and a single light.
    If I exit unity without saving, and load my scene again, the process repeats, starting at 44fps and decreasing quickly after a few plays.

    2021.1.16f1, OpenXR with a Vive HMD. Im not calling any XR related API functions, just enabling it in the project settings. I converted my single camera to XR Rig as described in the docs.

    I don't see the issue when VR is not in use.

    Any ideas?
     
  2. Innovine

    Innovine

    Joined:
    Aug 6, 2017
    Posts:
    522
    worth mentioning is i get 300fps reported when using non-vr.
    Thats almost 100 times faster than VR enabled.
     
  3. the_real_apoxol

    the_real_apoxol

    Unity Technologies

    Joined:
    Dec 18, 2020
    Posts:
    467
    If you have a sample project you can submit then please report a but using `Help -> Report a Bug` so we can look into this further. If you do please post your issue number here.
     
  4. Innovine

    Innovine

    Joined:
    Aug 6, 2017
    Posts:
    522
    I cannot post my project.

    I switched from built-in to URP and the performance is better, and I do not see this issue now.
     
  5. tenconmar

    tenconmar

    Joined:
    Mar 15, 2021
    Posts:
    29
    Use oculus integration package > tools > OVR Profiler. It provides key build stats that help with optimization