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Thanks for the info. There is a lot to be done to improve performance of this on the mobile platform as it was developed for the desktop. I released it on sidequest as I did not think I would be able to meet Oculus performance requirements to get it on the store. This port was made before the quest 2 so there may be additional considerations when running on the quest 2 as the frame rate is different and may be the main cause of the stuttering. When I have some time I will update this to the latest Unity and Oculus SDK and hopefully that may help some. I may need to adjust the unity fixed time step depending on the frame rate if unity does not handle this internally. I unfortunately do not have a quest 2 to test this on, nor do I intend to get one because of the Facebook account requirements. Currently trying to get my Rockets game working on my quest with multiplayer.
I am experiencing bad framerates on Quest 2. Back then when I tested on Quest 1 the framerate was also stuttering.
I ran adb logcat -s VrApi while using the current Soundstage build available on Sidequest and it gave me the following info:
11-12 18:46:09.356 3579 3669 I VrApi : FPS=52,Prd=49ms,Tear=0,Early=0,Stale=65,VSnc=1,Lat=1,Fov=0D,CPU4/GPU=4/3,1478/490MHz,OC=FF,TA=0/0/0,SP=N/N/N,Mem=1555MHz,Free=3179MB,PSM=0,PLS=0,Temp=34.7C/0.0C,TW=1.17ms,App=21.69ms,GD=0.00ms,CPU&GPU=31.47ms,LCnt=1,GPU%=0.99,CPU%=0.29(W0.30),DSF=1.00
The FPS is around 52 – which is too low. (More info on reading this: https://developer.oculus.com/documentation/native/android/mobile-logcat-perf-stats/?locale=de_DE)
Maybe activating Fixed Foveated Rendering (FFR) could help?
And turning off the shadows in Unity?
Or is it only me experiencing stuttery motion? :)
Thanks!
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