Hello all!
I’ve been working on optimizing my VR experience for the quest 2 and can’t seem to get my fps over 30 when built. I used Bakery and Mesh Combiner 2 to help optimize and reduce draw calls to 36, triangle count and lowered image resolution.
I’m using Unity XR with the Oculus plugin. I tried setting the fps manually via code through
Unity.XR.Oculus.Performance.TrySetDisplayRefreshRate(90f);
I’ve also changed the time stamp to 0.01333
It looks like either “FrameEvent.XREndFrame” or “semaphore.wait for signal” depending how I build it are causing massive time lags in the playerloop. But as seen below it always tries to stay at 30 fps.
I’ve tried just a normal build and no luck. On PC, like expected it runs faster than 90Hz (I have 144Hz monitors).
I also noticed on builds that the scene is darker (contrast) and anti aliasing isn’t doing anything though it looks more correct on PC.
Any and all help is greatly appreciated - definitely hitting a wall!
Systems:
Unity 2019.4.28f1
URP 7.6.0
Oculus XR Plugin 1.9.1
XR Plugin Management 4.0.1
XR Interaction Toolkit 0.10.0 - preview.7