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Question by Nosmo · Sep 20, 2021 at 07:53 PM · vrvirtualnpcblackscreenlatency

My VR scene is black around the edges

When I go into my VR scene and turn to the left or right (even slightly) the side goes black with what could be described as "lightening" but only for a few moments, then the scene renders in again.

I can't make a video of it as it only happens within the headset itself, in the editor everything is fine.

I've never encountered this before, does anyone have any ideas how to deal with it?

Also there is a time lag with the movement of the NPCs, how do I deal with that?

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avatar image rh_galaxy · Sep 20, 2021 at 09:30 PM 0
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I'm not sure if I understand exactly what is happening, but if there are lags in the framerate, then turning your head left and right may give blackness to the areas that were not visible before, until the rendering catches up.

I assume you use a standalone headset like Oculus Quest 2?

It should be possible to view the framerate in the headset as an overlay. How simple is the graphics? Can it be too much to show?

avatar image Nosmo rh_galaxy · Sep 21, 2021 at 01:13 PM 0
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I am using the Oculus 2, yes

Here is the project from above: https://youtu.be/RQ-200OZzfs and a screenshot of the stats

alt text

I've never done a VR environment of this scale before and help would be appreciated

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Answer by rh_galaxy · Sep 21, 2021 at 03:12 PM

I think it's a performance problem based on the comments above.

You can count the polygons and draw-calls in the frame debugger (Window->Analysis->Frame Debugger) and also the profiler (Window->Analysis->Profiler), but as far as I know it's only for running on the PC.

1M triangles is about what the Q2 can manage. Is the above YouTube video from the PC or the Quest?

I think you need to have simpler models for houses in the background, or simpler models all together.

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