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Unity VR performance

Discussion in 'AR/VR (XR) Discussion' started by Adam-Sowinski, May 20, 2016.

  1. Adam-Sowinski

    Adam-Sowinski

    Joined:
    Oct 25, 2013
    Posts:
    129
    Did someone care to make comparisons regarding Unity VR performance? How the same scene with engine optimisation compares to other engines like Unreal Engine 4 or Cryengine V regarding FPS? The reason I ask is - I've seen one Cryengine Game "The Climb" which performed very well, I've seen one UE4 game - "Adrift" which performed equally well and I've seen one Unity game "Colosse" which performed well but the art style was low poly so can't compare it. I've asked this question on different forums and all I've heard was - for sure Unity would be the slowest. Is this true?
     
  2. scottb9239

    scottb9239

    Joined:
    Jan 5, 2013
    Posts:
    107
    I don't have performance comparisons for those engines, but bear in mind "Colosse" is on mobile, Gear VR. Also it was made for a VRJam, ie, made for a contest with restrictive deadlines. The others you referred to are on full desktop powered Oculus Rift and made by studios. Huge difference in performance.
     
  3. Adam-Sowinski

    Adam-Sowinski

    Joined:
    Oct 25, 2013
    Posts:
    129
    Yes, true. This is why I'm not comparing "Colosse" to the other two. Hopefully, we will see soon a desktop class VR game made in Unity.
     
    scottb9239 likes this.
  4. TheRaider

    TheRaider

    Joined:
    Dec 5, 2010
    Posts:
    2,245
    I am some way too high poly scenes running at 90fps. Performance is fine. My understanding 5.4 has significant performance increases. The cpu part seems to be the part I have to be most careful with when it comes to framerate. Leaving debug logs cost is massive.