Unity GVR Cardboard performance delay
Hello everybody. I am working with VR and found a big problem in step one. I followed the most basic tutorial and everything works fine untill I try the app on my phone.
Even though the scene is extremely basic (just one plane, medium quality settings) there is a huge delay between the movement of the head and the app responding. I have a total amount of 2 Draw Calls, 2 Batches, 1.9k Tris. Frame rate on pc is 4000 Fps!. So it definitely is not an optimization issue.
I have unity updated to 2017.2.0f3 and GVR is version 1.100.1. My phone is a Huawei P8 Lite 2017.
Why is this happening?
Thanks in advance.
I tried other VR apps in the same phone and they all work ok. The GVR demo form assets/ demo (with the teleporting cube) also performs terribly. Tried all this in a lenovo $$anonymous$$ 50-t5 that performs slightly better but still pretty bad. Please Help.
Answer by pezvolador · Oct 18, 2017 at 01:08 PM
I think it has something to do with the phone not having a gyroscope. Not 100% sure but... It looks like that is the problem.
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