Hello there,
I beg your help after few days of debugging with no reliable solutions founded …
I work on a project in OpenXR (for cross-devices compatibility reasons) in destination of Meta Quest headsets (in a first time, Pico / HTC after). I have serious performances issues on Meta Quest 2 and I don’t found any solutions yet …
On my project I have 2 sequences, one in a outdoor environment, other in interior environment:
- two are in the same Unity Scene.
- the interior environment is not visible (Gameobjects hidded) from the exterior environment
- interior/exterior walls are in the same GameObject but less than 5k vertices (but very tall, it’s a wind turbine body).
In exterior, I have no performance problems, constant 72 FPS with:
- a directionnal that cast soft shadows with 1 cascade only, and 512px résolution.
- no additionnal light
- MSAA x2
- full baked light on static objects
- few dynamic GameObjects and Rigidbody
- less than 100k vertices
- less than 50 URP batches
- 2 baked reflections probs
- multiple light prob group
But, when I enter in my interior environment my framerate just dropped a lot to 30-55 FPS …
- all exterior objects are hidded when I enter in interior environment
- the directionnal light are hidded (no windows)
- Only one Point light is present at same time …
- less than 70k vertices
- less than 35 drawcalls…
- less than 10 dynamic objects
- No Depth texture
I really don’t know why I have this framerate drop on my Meta Quest 2 …
When I try to watch CPU Profiler on development build, it seems to wait frame from GPU. I tryed to debug GPU with Render Doc (to profile Vulkan cmd and timing …), I mesure 1000µs Render time, but I have 36FPS (27ms) and in OVR Monitor the GPU is arround 90-98% of usage … I really don’t understand where is the bottlenek or how to find why the performance is so bad or which solutions I can explore… I use 2023.3.41f1 of Unity and Vulkan API (same performance issue constated on OpenGL).
I try the same app on Meta Quest 3 and I have a constant 72 FPS with less than 80% GPU usage in the wrost case (with much better Quality settings, shadow cast on additionnal lights, post process with bloom effects, distance shadow maps, 4x MSAA …).
if you have any idea to help me …
Thanks you in advance !
There is on attached files, my URP and quality settings for meta quest 2.
Player settings > Other settings (Android)