Hi Guys so I am developing a project for the Vive that makes heavy use of 2D sterescopic images. We are porting the project from the Gear VR into The vive and yet somehow our performance On the vive and PC is far far worse than the performance was on GearVR and the PC used to develop with it . We considered maybe it was a Hardware issue but unfortunately we tested it on another vive-compatible PC and ran into comparable issues.
Here is a snippet of the code we use to load the images for one of the eyes
string[] leftShutterPath = PathConstructer.GetSpinPaths(index * 10, 1, 1, Downloader.CurrentIDEntry, true);
//Debug.Log("Left Eye Path: " + leftShutterPath[0]);
//leftShutter.texture = PortalCache.LoadImageFromCache(downloader.DownloaderImageLibrary.leftSpinPaths[index]);
Texture2D leftTex = new Texture2D(2, 2);
leftTex.LoadImage(File.ReadAllBytes(leftShutterPath[0]));
leftShutter.texture = leftTex;
The core of the issue is that when we update the image being rendered the Vive Briefly exits the Program into the Main blue Vive room and then upon the finished load reenters the Actual in-engine scene . We ran it through the profiler and the issue is definitely occurring during rendering however I’m at a loss on whether or not it’s this actual image loading code that’s causing issues ( because we use it several other places in our GearVR app with no issue) or the actual project itself. Any and all advice on this is appreciated. Thank you very much !