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[Unity] Increase FPS in a VR build - Oculus 2

Filip5
polycounter lvl 9
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Filip5 polycounter lvl 9

Hello guys, in our project, we have been able to achieve a maximum of 35 fps, even in a scene with nothing but a plane. We also went trough google results and forums and found out that it is possible to set 72 fps in a build, but failed to do so. We are using XR manager. Anyone managed to actually get 72 fps on oculus 2 and if so, how?

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  • Ruz
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    Ruz polycount lvl 666

    seems to be the same issue on this thread from 2021,
    could not seem to insert the link but here is the quote

    'I had the exact same symptoms you were having, where things capped at around like 35 fps for some reason.

    I'm not sure if it is the same for you but I found that the cause for my
    frame drop was the LocalAvatar prefab which I had on my player which
    had the OVR Avatar and OVR Avatar Local Driver components on them were
    the culprit.

    I tested this by having a player controller object with the prefab on and without it and it seems to be the source.

    I migrated from 2019.1.5 to 2019.4.11f1, I also didn't previously have
    this frame drop from the LocalAvatar prefab and it's attached
    components. I'm not sure if it's a dealbreaker for you to remove them if
    you have it on your player, which fixed my problems.

    I have no issues with running LocalAvatar on pc with link cable, it just
    seems to be caused in the standalone apk build on quest, probably
    doesn't perform as optimally as it did in prior unity versions.'



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