• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by krisventure · Apr 30, 2017 at 11:17 PM · renderingvrprofilerperformance optimizationculling

Unity profiler + Gear VR oscillating rendering speed despite no change in image

I have a simple scene with only static objects and UIs here and there, everything unmoved, most of my scripts I've already disabled for debugging. Nevertheless, in the Gear VR (android) build I sometimes have a nice smooth 60 FPS and other times when I launch the app it looks as if rendering and culling showed some strange oscillations, slowing down by 4-5 ms at irregular periods once or more every few seconds, causing FPS to drop to 30. In the attached images you see that profiler shows culling and drawing being a lot more on top of these waves. This is despite having absolutely no movement in the scene, nor do I move the view (phone is unmoved).

More details about my scene: about 100 differently colored tiles, 14 vertices each, all called in just one or two dynamic batches. I have some other objects and a couple of UI texts. No particles, no skinned mesh renderers or anything heavy (although you never know what's heavy for Gear VR as everything is rendered twice). I have only batched draw calls, about 25 of them (which add up to '246 batched draw calls' which I guess means the number of draw calls I saved by batching). Theoretically I should be fine with up to 50-100 draw calls, up to 50-100K triangles (I have 20K when both eyes rendered).

So where is this fluctuation in rendering and culling coming from in an unchanged image?

Specs: Unity 5.5.3f personal, Android 7.0 (model Galaxy S7 Edge). Android SDK up to date.

normal period slow rendering

screen-shot-2017-05-01-at-002804.png (279.9 kB)
screen-shot-2017-05-01-at-002758.png (280.6 kB)
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image krisventure · May 02, 2017 at 11:28 PM 0
Share

No one familiar with these symptoms. Tried building and profiling on Windows too (I use $$anonymous$$ac normally), and experiencing the same. Issue only with VR build.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

87 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

What can I do to increase the performance of a scene containing 6 cameras? 1 Answer

How to get order-independent transparency to work in VR? 0 Answers

Renderer differences in profiler 0 Answers

Reading Profiler Results 1 Answer

Main display hijacked after enabling Render Pipeline 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges