Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question VR FPS in 2020.x and above, what is your experience?

Discussion in 'VR' started by Abended, Jun 12, 2022.

  1. Abended

    Abended

    Joined:
    Oct 9, 2018
    Posts:
    142
    When firing up a blank brand spanking new VR template project, upon starting the stats report nearly 724 fps, and CPU 1.7ms and render thread 1.1ms.

    When engaging the VR headset, the stats fall heavily, and are fairly static 90 fps, and CPU 11.1ms and render thread 10.4ms.

    I am attempting to port my game from 2019.x, but any version I've downloaded and run even an empty template on has what seems to be a lot of overhead. Does anyone know of a newer version that has stats near what I have for 2019.x? I was told that specifically version 2021.1.22f1 fixed the issue, but I still see it in an empty template. I understand this may be just an issue in the editor and not with the compiled game, but I don't want to move forward until the editor is as snappy as 2019. Just trying to get a feel for what people out there are dealing with. I feel like this may be a bug that unity thinks they have squashed, but is beyond what they have already resolved.

    Adding that I'm using a wired Rift.
     
    Last edited: Jun 14, 2022
  2. arfish

    arfish

    Joined:
    Jan 28, 2017
    Posts:
    777
    Have you checked the quality settings, and which shaders, and render pipeline the template project defaults to? Perhaps they are higher than in your previous games.
     
  3. Abended

    Abended

    Joined:
    Oct 9, 2018
    Posts:
    142
    Good Question. I am running an empty VR Core template which I believe only has a plane for the floor. I wouldn't think it would have a worse effect than my actual game with 100s of meshes.

    I actually just went back and looked, and there was no pipeline asset. So I added URP, and made a pipeline asset, added it to the graphics setting for the project. Same kind of numbers. Then I clicked on Quality, and saw that the default was set to ultra. Ok, I moved it down to high. Same numbers. I set it to very low. Same numbers. The thing is before the headset is invoked it can get up to 999 FPS in stats, as soon as the headset is getting an image it is pinned right to 89ish FPS.

    I appreciate you helping me twist a few more knobs in an effort to get better numbers.

    I am using 2021.1.22f1 as I was told by unity that this version fixed this sort of issue. (they closed my bug report as a duplicate)
     
  4. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,842
    Sounds to me like your app is locked at 90 fps. On Quest 2, at least, this is the maximum possible framerate. You should probably specify what hardware you're using, and look into whether there is a target frame rate in effect.
     
  5. Abended

    Abended

    Joined:
    Oct 9, 2018
    Posts:
    142
    Hiya Joe,
    I am using a rift, which when I run on 2019.x sits at around 140fps in the stats panel, and that's with my game, not an empty template.

    However as you point out, it does feel locked @ 90. I noticed that between 2019.x and 2020+ they have moved the vsync configs and now they aren't really present anymore except hidden away in the game window, which I've confirmed is not checked.