Dizzines at 60fps in Daydream Pixel

Hi!
I’m testing some levels for an adventure VR game, triying to optimize it. I’m using a Daydream Pixel.
It runs at 60 fps and < 30ms, but It still produce dizzines.
Project setting:

  • Less than 20.000 tris.
  • Camera is fixed, only head tracking.
  • Fordward render and MSAAx4.
  • No Vsync, Multithreaded Rendering, static and Dynamic Batching are checked.
  • Using de Gvr prefabs from the GoogleDaydream unityPackage (GvrController an view Main,etc…)
    Trying the GoogleDaydream demos scenes seems to work perfectly…

I don´t know if I have configuration problems, but everyone that has tested it felt the dizzines in less than 1 minute.
I will appreciate some help or tips!

PD: When moving the head, the models seems to scale (or a similar effect) slighty, but I don`t know for sure if that’s becouse of the VR doble image view(intended), or something else…

PD: English is not my native language! Sorry for the lack of communication skills!

60fps would be <= 16ms so I’m not sure how you are under 30ms per frame and still hitting 60fps instead of 30fps? Have you used the Profiler to see if you are maybe dropping frames or running into other performance issues?

When you mention dizziness what specifically do you think is causing this? Lag in the display? Jitter or ghosting of the rendered images?

Not sure why moving the head would in any way affect scale. Moving the head would only change rotation of the camera. How are you determining that scale is changing?

Hi joejo!
I’ll check the profiler for perfomance issues.
I cannot sense any lag or ghosting on the models, I’m new to VR, so maybe I’m not sensing an obvious issue.
I think the head movement problem is more like stretching than scaling. It was something odd and I didn’t perceive it from the start, someone that was testing the scene noticed it.
PD : I have linked two level samples .apk, if someone wants to check the issue!
https://www.dropbox.com/sh/jlw8clt2d2ou60n/AAC6pfUS2bkdmMuuh6A4zE9Na?dl=0

Ok, so for the most part that renders at 60fps but I do see it dropping to 59 every now and then. That could be causing some issues with people more susceptible to motion sickness. You will want to profile and optimize your scenes to get that at a firm 60fps.

Note that if you get above significantly above 60fps you could also run into an issue with jitter. This is a known problem with broken vSync that should be fixed in a later release of 5.6.

Hi!
I have improved the perfomance and stability, setting on script FPS at 60 stable and Vsync disable. Also, I’ve changed the shadders for ones more mobile friendly.
Thanks for the advice, I’ll continue profiling and improving the perfomance!