Terrible performance on Windows 10 using dx11, can't use SteamVR on dx9 or 12 :(

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

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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 :frowning:

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?