I’m using URP with 2019.3.0f5 and in Editor using Oculus Link i have butter smooth 500+ fps but when i build for quest i’m sitting around 25-40 fps on a pretty much empty scene. I’m am using the XR Management Package instead of the Oculus Integration but that shouldn’t matter.
The main issue is that gfx.waitforpresent takes around 40ms meaning that it is GPU limited. that doesn’t make a lot of sense since the scene only contains a few test cubes to visualize tracking.
I had pretty mucht the same issue using LWRP for normal Android and when i reported it as a bug they responded with this issue link. however i already replaced all references of the skybox with a solid color when i reported that issue and same thing here again. no difference when removing/replacing the skybox.
Also used the GPU Profiler and it was basically empty in there. ~30 steps including shadows and postprocess
Here is a reddit thread i made back then that is still relevant it seems.
If anyone got any idea what is going on please let me know. Also if you have a basic URP template that performs well on Quest/Android please share it with me so i can test it out.
(since this project is for work this time i dont have access to the project till monday to post detailed profiler details)
My project using URP, Addressables, new Input system and new XR Plugin, all works fine. Also PostProcessing works, but i disable it for optimization. And i’m totally reach 72 fps in my game.