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Why v-sync show in profiler while is off?
Hello everybody,
I'm trying to build a 360 VR video application.
The video preferences are as suggested by Oculus are:
3840X3840 30fps, h.264 and cbr (frame rate) 60, in VR setting I use single pass.
I use Unity Video player and the suggested method of playing 360 stereo video, HERE Meaning, use skybox with panoramic shader (Skybox/Panoramic) and render texture set depth off and more.
My frame rate with OVRCameraRig, in the editor is between 50-70 fps. If I disconnect VR, and use regular camera, my frame rate is above 600fps (!)
With VR on the left and without VR on the right - for FPS in the editor and profiler
FPS:
Profiler:
In the Quality Setting , Other, V-Sync count is set to: "don't sync".
However you can see that in VR v-sync is very costly.
Someone in another answer suggested v-sync is activated with NVIDIA maybe, and together with reading this thread: https://forum.unity.com/threads/vive-vr-spikes-how-to-interpret-vr-waitforgpu.427175/
I've removed the Nvidia GeForce, and the SteamVR and left only with Oculus app.
The results, remain the same.
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