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Slow performance of 360 video tour on phone with Google Cardboard, some tips?

Discussion in 'Daydream' started by Deleted User, Feb 7, 2018.

  1. Deleted User

    Deleted User

    Guest

    Hi all,

    I build a simple tour in Unity 2017.3.0f3, starting with a simple 360 environment and 4 sprites, linking to 4 separate levels with 360 video.
    These levels are set up with render textures and the stereoscopic skybox solution for the videos, and a basic panoramic texture for the startlevel.

    All this works fine inside Unity, and I can hop back and forth between the startlevel and the various panoramic videos.
    It also builds fine to a .apk file with the Google VR cardboard tools installed, but on the phone the videos are quite sluggish to run.

    As I suspect the videos themselves are to blame, is there a 'golden value' for stereoscopic video size/framerate?
    Or some tips and tricks to see where the slowdown comes from?

    I'm just starting out with Unity, so for now there's still some digging to do on this....

    cheers!

    rob
     
  2. namo2

    namo2

    Joined:
    May 28, 2013
    Posts:
    24
    Extra info would help.... video resolution, bitrate, fps etc. Maybe you could try to lower bitrate first too see if it helps.