I am having an odd situation in that I am getting a good frame rate on my Oculus Quest 2 set at 90hz (and also at 72hz) But when I turn my head there is a slight blur.
I have a city scene (CScape asset, really great performance!, I have also tested with collections of other buildings, low poly, few buildings, and even a set of cubes with a simple texture, still see the blur) The player in this test is just standing. I have a small script that shows me that the frame rate is 90 per second, even when I turn my head.
Oculus Quest 2, upped to 90mhz
Unity 2020.3.20f1
OpenXR using the XR Rig (Action Based)
Intel Core i9-10900k 10-Core 3.7GHz
GeForce RTX 3070
32 GB RAM
HDRP
Running via Air Link on a Asus wifi 6 (only my dev computer connected to this router)
Any thoughts?
Thanks,
James
EDIT: Thanks to @neginfinity for enlightening me about Post Processing. I am testing the next version of CScape and using HDRP for my first time, and since the Post Processing info is now in Project Settings (as opposed to the Hierarchy) I never even thought about it.
Your refresh rate is measured in Hz and not MHz. No headset in the world has 90MHz refresh rate.
You need to check if you have post processing effects enabled and kill them all to see which one’s responsible. Since you’re using HDRP, there are definitely some effects on by default.
EDIT: Turns out I was wrong, there are Post Processing items. This is my first time attempting HDRP and those values are now in Project Settings. I just ran a quick test and the issue seems resolved. Gonna try with the city instead of the blocks next. I will report back.
You rule!
There are no post processing items. I did turn off Volumetric on the one directional light. I recompiled but still have the issue.
Thanks kind for the quick response, and GOOD thought… sadly not the answer. (drats)