Hi,
At first I was a little surprised to see this issue way back in 2020 discussed here in the forums!
But then I saw that it had been resolved. Awesome!!
And then I read the post. It was closed and marked as resolved. Clearly, this was not resolved. Even in that thread, it’s just noted that it’s now an official bug in the system. 4 years ago.
So today, on average, 60% of my time is being spent in this one black box function call. Any idea why?
All suggestions welcome and encouraged. If you notice, one side of that is low and one is high. What’s the difference? I load some static geometry. That’s it. But the frame rate drops from 73 in a Quest 3 to 40. And it’s all happening in “Others”.
I am very very confused.
-Chilton
It’s mostly vsync (quest drops to half framerate on a hardware level), usually caused by a GPU bottleneck.
Check what component is maxed out with ovr metrics, then optimize for that in Unity
OVR Metrics was how I knew something was wrong! I had no idea what it was though. I’m still not sure how I would’ve found it other than what I did.
It turns out it was an unused camera in the scene.
Since I support all of the VR headsets on steam and quest at the same time, I have a ton of extra cameras for things like secondary displays. One of those was active, but obviously unused on the Quest.
I found it by turning everything in the scene off, and turning things back on, one by one. I have no idea how I could’ve found it using the profiler though, because having it on or off made NO difference to the rendering field. It was only affecting “other”. And that’s a black box.
Turning it off knocked me back to 73 fps.
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