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OculusWaitingForGPU blocking Joystick and still 102FPS?
Hi,
I have an issue where the Oculus seems to block my Joystick, I have traced this down to only happen once the oculus starts doing something called "OculusWaitingForGPU" in the CPU-profiler. So basically.. if I dont put on the Oculus and run the application, everything works fine.. but if I keep the same session of the game running and put on the Oculus, then all of a sudden OculusWaitingForGPU shows up in the profiler and my Joystick is dead (no signals what so ever).. Another strange thing is that I have VSync-disabled both in the nvidia control panel and in the quality-options in Unity, and when running the game I still get a solid 102FPS while using the Oculus, and around 600-800FPS while running the same thing without the Oculus. My current rigs runs with two 980GTX Ti in SLI... which I suppose should be enough.. since my scene is really not that complex..
Is there anyway of fixing this? Or should I maybe ask this on the Oculus forums since it might not be a Unity-related issue..
//M.A
Well, Occulus incorporates a form of input so my uneducated (on matters Occulus) opinion is that it is likely taking up a Joystick spot in Input $$anonymous$$anager. When Occulus is not on the Joystick takes the proper slot. Try setting your Joystick up to Joystick 2 ins$$anonymous$$d of "$$anonymous$$otion from all joysticks"
I wont even address 102 FPS and thats really not a problem. However, your Rig will give you False feedback as it is High End and as a result does not tell you how your game Really performs. Find a lower spec machine and see what your FPS is on that. This will tell you if there is a problem.
I tried to switch to Joystick 2 today, still the same issue. Cant really find a way around this.. Also.. I tried to plugin another steering-wheel from Logitech.. and the Oculus blocked that "Joystick" as well.. I also tried to run an entierly blank scene and profile it while running it with the Oculus and I had the same issue with the blank scene as well.. So I guess that either its something in Unity that all of a sudden has been updated (as far as I know Unity doesnt do "push-updates"..right?).. or its Oculus that has updated their runtime or SD$$anonymous$$ latley without notifing me ("push-update").. and sort of "bricked" my game.. I have also tried to run the same game on two different rigs (still the same hard-drive though).. and same issue for both rigs.. So as mentioned, this boils down to a software/driver issue.
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