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Question by Tomi-Tukiainen · May 27, 2019 at 01:58 PM · vrfpsvsync

Game runs at 60FPS with Oculus Rift on OculusVR on Unity 2019.1

We recently decided to port our VR game from Unity 5 to Unity 2019.1. After the port we noticed that standalone build of the game targets 60 FPS on Oculus Rift + OculusVR. T$$anonymous$$s is out of sync with the device's refresh rate and causes all movement stutter badly.

We have tried several 2019.1 versions with Application.targetFrameRate set to -1 and 90. In all tests the fps will be 45 or 90 for a short w$$anonymous$$le after starting the game but after ~20 seconds seconds the fps will lock to 60, w$$anonymous$$ch is very very bad. Application.targetFrameRate is -1 (or 90) w$$anonymous$$le the game actually runs at 60.

Using Oculus Rift with OpenVR works perfectly: the game runs at 90fps and all movements are smooth. Also, the game doesn't start targeting 60 FPS in Unity Editor but only in the standalone build.

More details: - Unity 2019.1.f4 - Oculus (Desktop) 1.36.0 - OpenVR (Desktop) 1.0.5 - The game is Premium Bowling, been months in Early Access

Seems to be a bug in OculusVR. Ideas, anyone?

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avatar image yeoldwarchap · Jun 10, 2019 at 04:01 AM 0
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I've got the same issue so if anyone has a solution that would be great.

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Answer by Tomi-Tukiainen · Jun 10, 2019 at 07:32 AM

Hi, you can make a workaround by setting VSync to 0. I filed a bug to Unity and they will be fixing t$$anonymous$$s in future versions.

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