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VR performance huge decrease in 5.5.0b11.

Discussion in '5.5 Beta' started by syenet, Nov 22, 2016.

  1. syenet

    syenet

    Joined:
    May 13, 2013
    Posts:
    47
    Environment: Win10, Intel Core i-5, NVIDIA GTX1060, Unity 5.4.2p1, OpenVR(Vive), forward rendering mode, linear color space.

    Exactly the same scene and position and directional of camera, performance in 5.4.2p1 and 5.5.0b11 like this:
    upload_2016-11-22_12-36-27.png
    The looks of this piece of concrete seems sharper in b11, I don't know if standard shader changed internally, but I noticed that lightmaps look different in inspector.
     
  2. joshenes

    joshenes

    Joined:
    Apr 18, 2014
    Posts:
    48
    Right off the bat, I am suspicious of the draw calls, which have gone from 228 to 370. You might want to use the frame debugger to find out why this is (what are all those extra draw calls being used for?).
     
  3. ScottyB

    ScottyB

    Joined:
    Apr 4, 2011
    Posts:
    146
    This could have been fixed in the first RC, 5.5.0f1, with this fix from the release notes:
    Probably worth retesting with 5.5.0f1