I’m seeing very choppy performance from when viewing a scene through the Oculus, but great performance when not using VR. The computer I’m using has plenty of memory (96 gigs) and CPU bandwidth (6-dual core CPUs, Xeon family, 3.37 GHz max clock speed, so on, detailed information below).
To make the problem happen I can create a new project and make a scene that contains a plane (floor) with a few solids (cylinder, cube, sphere) floating in the distance and then view the scene. Other than enabling VR support is there something else I need to do to get decent performance out of such a scene? There’s not really a lot going on with a scene like this so I expected much better performance.
Also when I perform a build and run I may have to wait for several minutes before anything renders on the headset. During this time the view of the scene on the desktop’s main screen is responding to movements from the rift, but the rift’s display remains dark. At times the scene never renders on the headset. Is this experience normal for others using Unity targeting the Oculus DK2?
System Information
Time of this report: 7/15/2015, 13:04:06
Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_r9.150322-1500)
System Manufacturer: Hewlett-Packard
System Model: HP Z800 Workstation
Processor: Intel(R) Xeon(R) CPU X5690 @ 3.47GHz (6 CPUs), ~3.5GHz
Memory: 98304MB RAM
Available OS Memory: 98288MB RAM
DirectX Version: DirectX 11
Display Devices
Card name: NVIDIA Quadro K6000
Manufacturer: NVIDIA
Chip type: Quadro K6000
DAC type: Integrated RAMDAC
Device Type: Full Device
Device Key: Enum\PCI\VEN_10DE&DEV_103A&SUBSYS_103610DE&REV_A1
Display Memory: 61236 MB
Dedicated Memory: 12093 MB
Shared Memory: 49143 MB