Hey guys, in my company we are encountering a critical issue: we are on the 2019.3.0f5 and we are using Unity XR. When we run the scene with Oculus Rift S, the FPS are locked to max 50 fps, even if we delete EVERYTHING on the scene. Any suggestions? Thanks!
Specifically, it seems from the profiler that something is wrong with EarlyUpdate.XRUpdate()
Here are the profiler and stats:
Are you locked at 50 as you described only while running from the editor as you pictured here? What about a real build, instead of from the editor?
Same thing, locked at around 40 ms
Then provide profiler output from the build for this community to look at.
Forcing us to play a game of 20 questions with you is just making it harder for anyone to help. The amount of help you get will be proportional to the amount of detail you provide.
Hey I’m facing the same issue
…Did you find a way out?
Yes, just curious, what was your issue?
Same here, anyone have anything yet?