Digging into optimization and OVR metrics

Hi All,

I find I really want to understand the details of how to optimize my game, I find change knobs and values per this and that video is not really helping me learn the fundamentals, so I tried to create a very controlled test bed. I disable everything in my game and added a test area, so all my scripts and VR_Rig are the same. I took 4 test versions of a simple floor asset I got from this asset = Lordenfel: Castles & Dungeons RPG pack | 3D Fantasy | Unity Asset Store

Then did 4 tests creating 2 x 50 x 3 layers = 300 floor tiles in 3 configs :

T1 = Looked into the void, nothing but one tile of the floor visible at my feet
T2 = Floor tile asset as it
T3 = Created primitive cube and add simple 512x512 texture
T4 = Took the floor asset from T2 and added simple 512x512 texture (see impact of mesh)

See results below, I’m kind of surprised on the following:

  • Why is the FPS so low on just the asset floor tiles, test T2?
  • Why is Stale = 90 on test T2?
  • Shouldn’t even the basic floor cube primitive be better (with 512x512)?

Other test parameters:

  • All floors are set to Static
  • There are no lights (not even directional), only ambient light used and set to RenderSettings.ambientLight = new Color(0.6f, 0.6f, 0.6f, 1.0f);

Thoughts on my settings, on this testing and/or any other advice in general?

Thanks,

Vanz
ps. maybe this should be in the VR section, but I think these metrics and stats are used outside VR plenty
Run on Unity version 2021.1.16f1

URP Settings Used

Floor Asset from Asset Store


Plain Floor cube primitive

What’s being tested

OVR results


Just a sample of what’s being viewed in the Q3 headset

You need to read the performance optimization guides that oculus provides, they are pretty good. After that you probably won’t even try to use assetstore assets as they are.

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its not just the assets, I’m using plain cubes and trying to understand the metrics, like why would Stale be so bad on just plain cubes?

But thanks for that advice Martin, I’m assuming you mean these?

https://developer.oculus.com/documentation/native/pc/dg-performance-opt-guide/

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The other thing I am wondering is why does the CPU level go from 2 to 4 when viewing a void vs. viewing the array of floor tiles (assets or bare cubes)?

and what can be done to reduce STALE?