![]() Point Quest 2 towards the sky, and observe steady frame rate in profiler Set XR Rig tracking origin mode to floor (suggested, but frame drops still happen if you don't do this step)Īdd 5+ planes to the scene (add more for exaggerated effect!) Go to Project Settings -> XR Plug-in Management = Minimal instructions to replicate problem = Turning off multithreaded rendering shows an additional call under PlayerEndOfFrame called FrameEvents.XREndFrame. The main issue seems to come from the render thread, which shows a PlayerEndOfFrame call causing all of the extra lag. Since the rest of the calls each frame are completed within 2-3 ms, it doesn't look like it should be running out of CPU time, and if it was the geometry in the scene, it seems like it would lag on every frame, not every 8 frames. multi-view rendering has no effect on the frame drops. The frame drops occur in even when the XR Ray Interactors are not present, you just need to add a few more planes. The frame drops occur in scenes even when development build is turned off. In that case, the frame drops occur more often, resulting in an actually worse average fps than when the target is 72 fps. The frame drops occur in this scene when the oculus is set to target 120 fps. The frame drops occur in simple scenes when post-processing effects are used (try putting an XR Rig into the default URP scene). These batch and triangle values in the profiler do not vary across frames even when the frame drops are occurring. In this scene, render profiling shows only 12 batches and 3,730 triangles per frame, which is much less than the recommendations of 50-100 batches and 50,000-100,000 triangles per frame that Oculus suggests for 72 fps. *** Except *** When looking down at the 5+ planes and the XR interaction rays, the CPU usage doubles to around 28 ms (36fps) every 8 frames (although it will happen more frequently if there is more geometry in the scene). When pointing the headset almost anywhere, the CPU usage is around 14 ms (72fps). When you run the build I describe below on the Quest 2 (while connected to the build computer), you should see profiling data rolling in, in particular the frame rate chart. ![]() My scene has hardly anything in it, and yet I am having regular frame stuttering/drops (5-10 times per second). ![]() I am running the latest XR packages installed as described in the replication instructions below. ![]()
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