nocanwin Posted March 25, 2020 Share Posted March 25, 2020 Is anyone else running into performance issues? I'm seeing an additional 30ms / frame when I run hand tracking in an empty scene. My gfx card isn't the best, a 1060. What's strange is the sample project runs at 9ms for me. Maybe the quality settings are lower than what I'm building with? @zzy Link to comment Share on other sites More sharing options...
zzy Posted March 26, 2020 Share Posted March 26, 2020 Hi @nocanwin If the sample project runs at 9ms, then I would suggest you to check what is in your scene that makes the execution slow. I would suggest to use the same project for both sample and your scene to make a even compare. What is your game engine, Unity or Unreal? What's your HMD? Do you have some detailed profiling result (provided by Unity or Unreal) that can show which functions is taking a very long time? Link to comment Share on other sites More sharing options...
nocanwin Posted March 27, 2020 Author Share Posted March 27, 2020 (edited) Sorry, an errant PlayerPref was causing my test scene to capture video. That's now fixed and I've made a new standalone build. I'm now getting 12ms in an empty scene with hand tracking. 5ms without hand tracking. Is this more in line with what I should be seeing? 7ms seems high, but my GPU is on the weaker side. I'm using Unity 2019.3 with a Vive Pro Eye. GestureProvider is set to GPU. When I try using CPU I get an error. Start gesture detection failed: CPUOnPC: GetstureProvider.cs:213 Edited March 27, 2020 by nocanwin Link to comment Share on other sites More sharing options...
zzy Posted March 27, 2020 Share Posted March 27, 2020 Hi @nocanwin Hand tracking does not support running with CPU on Windows, so this error is expected behaviour. As for the scene performance, do you have some break down about the time? What is the difference between 12ms and 5ms in Unity profiler? Can you identify some scripts that takes very long time, or the whole performance is slow? Please also check Windows Task Manager and see if CPU is at 100% utilization. Link to comment Share on other sites More sharing options...
nocanwin Posted March 27, 2020 Author Share Posted March 27, 2020 Thanks for your help @zzy but I'm guessing my GPU just isn't powerful enough. It is a 1060 after all. My CPU isn't at 100%. Did some profiling of and the only thing taking over 1ms is XR.WaitForGPU > Semaphore.WaitForSignal. It bounces between 9m and 19ms. I'm guessing this is because the frame rate is getting halved to 45 when it can't reach 90. Link to comment Share on other sites More sharing options...
zzy Posted March 28, 2020 Share Posted March 28, 2020 Hi @nocanwin We also have a 1060 notebook in office when we run tests. Though I didn't check the frame rate, but I don't feel any lagging when using the sample exe with Vive Pro. I'll check the frame time next week. Link to comment Share on other sites More sharing options...
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