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Constantin_LT

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Everything posted by Constantin_LT

  1. Unfortunately, we have not found a solution for this problem. We are waiting for a response from developers or administrators HTC.
  2. Hello! We have encountered a performance issue with an application built with Unreal Engine 4.26.2 on Vive Focus 3. Firmware version 3.0.999.316. High performance mode is also enabled. We use Wave SDK 4.3.0. The scene in the build has a total of 60k triangles and less than 40 Draw Calls. The code is nativized. The average framerate is 30-35 fps. If we assemble a build for Quest 1/2 with similar render settings, then we get an average of 70+ and 110+ fps, respectively. Target hardware: - Mobile/Tablet - Scalable 3D or 2D Render settings: - Mobile MSAA: 2x - Support Software Occlusion Culling: enable - Forward Shading: enable - Instanced Stereo: disable - Mobile HDR: disable - Mobile Multi-View: enable - Round Robin Occlusion Queries: disable Wave VR: - AMC Mode: disable - Enable Render Mask: enable - Foveated Rendering Mode: default - Time Warp Stabilized Mode: auto - Enable Adaptive Quality: enable - AQ Mode: Performance Oriented Android Build: - Minimum SDK: 25 - Target SDK: 30 - Support arm64: enable - Support OpenGL ES3.1: enable What could be the reason for such low performance on the Focus 3? We have tried setting the Foveated Rendering Peripheral FOV to 1. There was no performance changes.
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