I’m having framerate problems with cardboard projects using a Galaxy s6. The cardboard SDK demo scene (>1000 polys, no realtime lights) seems to be running at less than 20 fps, despite its onscreen fps counter reading 80-90 fps. The same scene runs fine on GearVR and Googles own non-unity cardboard apps and demos also run at a decent framerate. I’ve tried the same scene on an s4 mini and the same problem occurs.
I’ve tried a few measures such as disabling distortion correction and making sure its running the most basic graphic settings. I’m using a fresh install of Unity 5.6.0b9 and the latest cardboard SDK.
Am I missing something obvious in my setup here? Is anyone else having the same problem? Is there a magic make-cardboard-apps-work checkbox I’ve missed??
I reported the same problem about 6 months ago, still hasn’t been fixed. Someone from Google told me I needed a Pixel phone LOL… but the same game runs fine at 60 FPS on my S6 compiled with a NON-Native Daydream unity version. I assume this will not be fixed going into 5.6, so I suggest using Unity 5.5.1 with GVR 1.20 for VR development.
Thanks Selzier, I’ll try a non-native compile. Ha, that’s an interesting response from Google: I wonder if that’s going to be their answer to everything from now on! At least I know this is a real problem and not my basic mistake!
There is an issue with vsync not working correctly that caused issues with framerate, most notably on S6 and S7. There is a fix in b10 (should be out Real Soon Now) that should help this by allowing setting vsync in quality settings to do the right thing.
When I start app I got notification that I need to install Google VR services, but when I try that it seas that my device is not supported (S7 flat).
If I choose ignore I got double vision.