Oculus performance?

I’m sorry to ask this. It is my first try and debut to develop on Oculus Unity. I have an issue related to Oculus performance for the simple scene in Unity.

My scene is including a small cube without light source, and OVRPlayerController prefab from Oculus Utilities package, standing on a plane. The FPS in Unity editor is around 130, and the FPS from built-in prefab display is around 70FPS. However, I observed a judder when I rotate my head. Is there any specific can I set up more to avoid this? I read the document of Oculus about the optimization for performance, but it is just a simple scene. It should not be judder like this.
I run on Qosmio 3d Laptop with the hardware specification:
-intel core i7
-8GB RAM
-NVIDIA GTX 570

Does anyone have any idea why it is happening or any experience related on performance problem? Is it a bug from Oculus built-in package?

Oculus package? You shouldn’t be using an Oculus package post 5.1 I believe.

Yeah, like AcidArrow said, you shouldn’t be running the OVR package stuff. That went away with 5.0 or 5.1 (not sure which). All you need is a regular camera now, Unity will take care of the rest. Make the camera a child of another game object though so the head tracking stuff will work. When you want to move the camera, move the parent game object instead.

You should probably expect the frame rate to go to half or less of what it would be when it’s not on the Rift, so if you’re only getting 130 then 70 sounds about right. Maybe that OVR stuff is slowing it way down because it’s rendering a couple of extra cameras. I did something similar by accident once, had two cameras in the scene both running which seriously sucked away the performance.

Once you’re up to speed on the frame rates, you’ll need to maintain 75 all the time. If you go below that the time warping algorithm in the head tracking (which probably depends on it being exactly 75 fps) doesn’t really work anymore, so you’ll get those weird hiccups and stutters when you rotate your head. It’s no bug, it’s just because the frame rate has gone too low.

Regarding your 1st paragraph: Could you please elaborate on this, e.g. why head tracking won’t work unless the camera is a child of another game object?

Also, is it correct that with this development in Unity 5 we can no longer use mouse cursor and button press on a UI menu that uses the new canvas? I have made a simple menu scene with a button and toggles, but when I run it in VR, I can only see it in the Rift but no selection etc… is possible.

Thanks Todd

Because the Camera itself is controlled by the Oculus. So if you want the camera to be anywhere else than around 0,0, you should put it as a child somewhere and place the parent where you want.

That’s correct. You have to write a system to use the GUI that’s triggered by collision boxes. The regular mouse is not a 3D object in space, it’s a 2D screen space thing instead along with the GUI. So you have to make the GUI run in world space and then put collision boxes around the controls and process the events yourself as they’re trigged by collision events like OnTriggerEnter() and so on.

This is what I used to get started: http://ralphbarbagallo.com/2014/08/20/oculus-rift-world-space-cursors-for-world-space-canvases-in-unity-4-6/

It is possible to do though. I’ve got my system set up where I can just make a GUI and it will run in both regular and Oculus Rift mode without any changes. All I have to do is set a “Rift position” and a “non-Rift position” for the GUI. When the game starts it picks one or the other just to position it.

Not all the controls work though, I only wrote enough to use buttons.

Hi guys, I don’t get it. Why OVR stuff doesn’t work with unity 5? I believe there are in this package https://developer.oculus.com/downloads/game-engines/0.1.0-beta/Oculus_Utilities_for_Unity_5/

Btw, thank you so much for advise on the Oculus performance.

Hmm, you’re right! I wasn’t aware of this package. I was referring to the old package that was necessary for Oculus to work before, but it actually created problems post 5.1. This is a different package though.

As I mention, here is the difference of statistic on

Hi AcidArrow, have you experienced on Leap motion VR in Unity, please share your ideas here http://forum.unity3d.com/threads/oculus-rift-with-leap-motion-developer.349016/

Hi Todd, have you experienced on Leap motion VR in Unity, please share your ideas herehttp://forum.unity3d.com/threads/oculus-rift-with-leap-motion-developer.349016/

Nope, I haven’t.