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Gear VR Frame Rate Optimization?
I am aiming for 60fps as is recommended by Oculus for GearVR games.
I'm still seeing some frame rate drops (to around 25-30fps), which is suboptimal and may not be accepted by the Oculus Store, especially since for a portion of my game I have a first person weapon that has slight judders during fps drops.
Not sure how to further optimize, since I am sitting well below 50k tris and verts, less than 50 SetPass calls, turned off dynamic lighting and shadows, and made all shaders Mobile/Diffuse or Mobile/Unlit (single pass shaders). The only things I can think of are: - Batches around 50 (Is this too much? How can I reduce it if I am using Skinned Mesh animated characters?) - Particle effects (How heavily does this consume GPU?)
Answer by Hanoble · Dec 26, 2016 at 05:58 PM
Honestly, nothing you are doing from that picture jumps out to me as really bad. You have 31 set pass calls, which is really the heavy work, and that is within the acceptable range. The only advice I can really give you is to profile your game and find out what is causing you to miss your frames. Particles can be an issue if you get too many, but I have found often times in my VR experience that the UI can be a real PITA. You do not mention anything about a UI, so unsure of how it looks there, but really you just need to profile on device and find your issue.
If you have not already done so, you can put the phone into developer mode and run the app outside of the headset, I would advise to do that and then put in a mobile style swipe movement/gaze so you can still move around, and PROFILE away.
Thank you! Had no idea how to profile over Wi-fi. This is perfect. Looks like my scripts have a longer run time when on the Android, not sure why.
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