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What is VR.DeviceSDK?

Discussion in 'AR/VR (XR) Discussion' started by pnaidu, Apr 18, 2018.

  1. pnaidu

    pnaidu

    Joined:
    Jan 5, 2018
    Posts:
    10
    I've recently been getting some serious performance hits to my project. I've checked the profiler and noticed that PlayerEndOfFrame had the most overhead. Taking a look at the deep profiler showed me that none of the overhead was coming from coroutine WaitForEndOfFrame calls, rather it's all from VR.DeviceSDK

    I noticed that this is only the case in mobile builds (it looks like VR.WaitForGPU takes over on pc builds). I'm having trouble finding documentation on VR.DeviceSDK.

    What is VR.DeviceSDK doing?
     
  2. pnaidu

    pnaidu

    Joined:
    Jan 5, 2018
    Posts:
    10
    So I just realized the profiler may be adding a decent amount of the overhead in PlayerEndOfFrame, but I'd still like to know what VR.DeviceSDK is doing just so I have a sense of what I should do