jason.x Posted May 24, 2019 Share Posted May 24, 2019 Hello, I've maintained a Unity project on Vive Focus for over half a year. The app runs on the Focus with a consistent FPS aroud 50. I got the new Vive Focus Plus a few days ago and recompiled the project on to the Focus Plus. However, the same app on the Plus only have a FPS around 20. Does anybody know what might be the cause of this? Thanks! Jason Link to comment Share on other sites More sharing options...
Tony PH Lin Posted May 28, 2019 Share Posted May 28, 2019 Hi , The resolution on Focus+ is higher than Focus. That’s may be one of the reason why the FPS is impacted. However, in our experience it will not drop so much from 50 to 20. 2BearsStudio shares the way to change the resolution setting by modifying SDK code now: The code is in “WaveVR_TextureManager.cs”. You could force to change the resolution setting here. It will reduce the Unity rendering cost; however, not reduce the SDK rendering plugin cost. But we still guess there might be other factors to cause the FPS drop on your project. Thanks. Link to comment Share on other sites More sharing options...
jason.x Posted June 5, 2019 Author Share Posted June 5, 2019 Thanks for the th help , I found out that what was causing the low fps is the post processing pipeline we had in the app. It's a simple post processing procedure that blurs and occludes part of the screen. The post processing is done using Unity's legacy post processing scripts and attach them to the camera. This works in the focus without impacting the fps, but the same approach no longer works in the focus plus. The new unity post processing pipeline does not work on the htc focus without significantly impacting the fps either. Is there anything I can do to preserve the post processing pipeline without significant impacting the fps? Link to comment Share on other sites More sharing options...
Tony PH Lin Posted June 6, 2019 Share Posted June 6, 2019 Hi , From our knowledge, there is no suggestion to use post processing on Mobile platform including Mobile phone, Focus or Focus Plus. Of course, you can try to pick up lightweight PP effect in your game but it still depends on your scene design. Therefore we don't have many suggestions to share how to make this successfully. Thanks. Link to comment Share on other sites More sharing options...
jason.x Posted June 6, 2019 Author Share Posted June 6, 2019 The legacy post processing effects for Unity works on Focus without impacting the fps significantly. I am able to achieve 75 fps on a blank screen even with blur or other post processing effect scripts attached to the "Left Eye" and "Right Eye". On the plus, this does not work: even rendering a blank screen only gives around 45 fps. Looks like there's no viable way to make postprocessing work on the Focus Plus? Link to comment Share on other sites More sharing options...
Tony PH Lin Posted June 13, 2019 Share Posted June 13, 2019 Hi , Did you use the singlepass or not? If you want to work PP on left eye and right eye, you have to disable the VR support. Use the multipass. If you still have the issues, may you share more about your environment settings? Thanks. Link to comment Share on other sites More sharing options...
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