Running Unity on the dx11 default gives me sub 20fps, running it with the -force-d3d12 gives me FPS over 100 but then SteamVR won’t work properly with my Vive.
Is this a known issue? Tried with 5.3.5 and 5.3.5p3
Running Unity on the dx11 default gives me sub 20fps, running it with the -force-d3d12 gives me FPS over 100 but then SteamVR won’t work properly with my Vive.
Is this a known issue? Tried with 5.3.5 and 5.3.5p3
Did you write your own shaders? If so, make sure you target a good shader model. In dx11 I got a tessellation to compile in 3.0, but it dropped my framerate to ~10fps until I changed the shader model to 5.0
No this is an entirely new scene with a new install.
Not sure if it’ll help but here’s a profile.
This really sucks as I can’t start developing stuff for my VR headset
How often are you getting those errors in the console? If you’re getting them every frame, that can really eat into your framerate.
Just once when I start. I’ve noticed if I switch the editor to openGL it dosen’t spend 98% of it’s time in Gfx.WaitForPresent
EDIT : Looking around the waitForPresent thing may or may not be relevant as it’s tied to screen update.
Also building and running the game I get perfect FPS in the Vive so it’s likely editor issue
Found the issue. It’s caused by having a program called ‘Sonic Studio’ open that came with my Asus monitor.
Thats strange. I get those spikes all the time in Editor. gfx.waitforpreset is eating the majority of time. How do I switch the rendering to OpenGL, if it solves the issue?