GearVR camera jitter

I’ve been getting a weird camera jitter when I load my model and view it in GearVR ; for some reason the jitter is less when I turn 180 degrees to see the model behind me, any idea what could be causing this , the model is a fbx from maya ; using unity 5.5 with a default light and cam (VR enabled) . Thnx

Could be that your model is so demanding that the device is not able to keep the framerate at 60 fps (wich is essential for a propper vr experience)

not sure - but maybe your problem is similar to mine,

nothing too crazy, as for the model, the stats show it running at 75fps , also I’ve stripped the textures and have the default material still the jitter. I have a suspicion it’s one of the models which is causing the issue (it’s a room with a bunch of furnishings ; if I keep the room and remove the furnishings it’s fine - ie. no jitter). Does unity have a hard time processing certain kind of geom (quads, etc) ??

Unity will triangulate the mesh unless you explicitly tell it to keep quad for DX11 tessellation.

Looks like you have to optimize your scene until its keeping up.

Thnx, is there a way in unity to check the FPS for the mobile platform. I’m guessing the stats in the game viewer is basically displaying the clocking based on the machines CPU+GPU that it’s running on.

I use Unity5.4 also have this problem, but I do not have this problem using Unity5.3.5f1, is the unity bug ?

MY problem seems to be related to pushing too much geo (50k more) and not baking my lighting, I was able to get rid of the jitter once I baked the lighting (and could infact add more geo too then). The light baking seems to be crucial for mobile platform for sure.