I’m trying to determine the refresh rate on the Quest 2 by displaying some info in-game, but the results are confusing so I’m hoping somebody can clarify for me.
In my Quest 2 settings, I have the refresh rate set to 90Hz.
In-game, displaying Screen.currentResolution.refresh rate shows 120Hz.
Also in-game, XRDevice.refreshRate displays 72Hz.
So, as you can see, I have 3 different numbers and am unsure how to interpret. My expectation, based on my device settings, was to see 90Hz across the board.
Any idea how to go about determining the true number and how to achieve a specific desired rate?
So, is there no reliable way to determine actual refresh rate? My hope it to be able to set Time.fixedDeltaTime at runtime to help with some physics-related stuttering, but obviously that would only work if I know the actual refresh rate.
Open a bug report and Unity support will get back to you with an answer.
I’m guessing the XRDevice is giving back the max refresh rate of your game (you need to manually set it to 90 if you want that, this is not automatic)
Added target devices to the Android settings. These are used to configure the supported devices list in the Android manifest. For example, enabling Quest 2 will allow 80/90Hz refresh rates on Quest 2
Thank you, Tanya! I’m on version 1.10 of the Oculus XR plugin, but I was not using the Oculus-specific API, just the basic open XR stuff. After trying out the Oculus calls you pointed out, I am now getting consistent results. However, I can’t seem to achieve better than 72Hz, but I think that’s on me and a need to optimize my code. Thanks again!