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lily_iniad

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  1. My research is going well. Thanks @chengnay! By adding useless code (keep putting numbers in the list in the for statement) in the Update function, we succeeded in reducing the FPS by adding memory load. Note that if you use the FixedUpdate function at this point, strange phenomena. The FPS value at this time cannot be determined by us and will vary depending on the PC specs and the program running behind it. So I have to be careful, but if I decide the number of loops in the for statement to suit that machine, I can now get some numbers. For my machine, 105^2 loops gives me 70-80 fps, and 150^2 loops drops me to about 30 fps. When you put a load on it to reach 30fps, other operations will also slow down. In my case, I was running another Unity project at the same time, and it slowed down and I lost real time performance. By putting stress, I was able to successfully bring down the FPS, but in this case, I felt it was a problem because it also slowed down other operations. I hope you can find another way. I'm going to continue writing my paper. Thank you very much for your help.
  2. In this stress test, we seem to have succeeded in temporarily lowering the FPS by increasing the GPU usage to nearly 100%. However, it is not possible to continue at a lower value or lower it to any specified value. The actual image seen by the Vive Pro is changing. However, I would like to write down the FPS value in that case in some way, but no matter how I calculated it, I ended up seeing a value around 90. To make this into a paper, we need to know the exact frame rate. It's very troubling...
  3. @chengnay Thanks for the information. I would like to try to see if this can be imported into my projects. I'll add the results when I know them.
  4. @chengnay I was surprised at how far-fetched the idea was, but yes, I think this method will lower the FPS. Thanks. Since last night, I am looking for a way to apply a load large enough to lower the FPS, but usually people want to lower the load to increase the FPS, and it is hard to find a way. What methods can you think of for example?
  5. @chengnay I see that the Application.targetFrameRate = -1 is not avoided except in editor mode, which is a pity. Thanks for the answer. I've been trying to find a way other than Application.targetFrameRate, but I can't seem to get it to work. Is there a way to change the FPS while using Vive Pro? By the way, I heard that this is not possible with Oculus due to its specifications.
  6. @chengnay Thanks, I'm already using the SteamVR Unity Plugin. I chose Unity version 2018 for the behavior of this; for some reason it doesn't work in 2019 or later. Well, I don't care about the version, so it's okay. As I wrote in my first post, the vSyncCount has already been changed to "Don't Sync" in the Project Setting. In this case, it behaves fine on the PC screen. However, when I connect to the Vive Pro Application.targetFrameRate = 30; didn't work, so I changed not only the Project Setting but also QualitySettings.vSyncCount = 0; in addition to the Project Setting. Unfortunately, the result was the same.
  7. @chengnayThanks for the support. The version of unity is 2018.4.36f1(64-bit). Where can I find the SDK? Sorry for my ignorance.
  8. Hello. I'm a Japanese student researching whether VR sickness can be improved by adjusting the frame rate. I'm sorry for my poor English, I'm running it through a translator. Let's cut to the chase. Using unity, I was able to successfully change the FPS on my PC screen using the following method. void Start () { Application.targetFrameRate=30; //30fps QualitySettings.vSyncCount = 0; //This line works without it. } and the vSyncCount setting in unity has also been changed to "Don't Sync". However, when I connected it to the Vive pro, it automatically did this Application.targetFrameRate=-1 The value of -1 seems to be an automatic adjustment. As a result, FPS will be 90, which is Vive pro's refresh rate value. But, I want the FPS value to vary between 10~90. Is there any way to prevent Application.targetFrameRate = -1? I would appreciate your advice.
  9. Thanks for the reply, @chengnay Indeed I seem to have posted in the wrong place. I would like to post this to developer support. Thank you.
  10. Hello. I'm a Japanese student researching whether VR sickness can be improved by adjusting the frame rate. I'm sorry for my poor English, I'm running it through a translator. Let's cut to the chase. Using unity, I was able to successfully change the FPS on my PC screen using the following method. void Start () { Application.targetFrameRate=30; //30fps QualitySettings.vSyncCount = 0; } and the vSyncCount setting in unity has also been changed to "Don't Sync". However, when I connected it to the Vive pro, it automatically did this Application.targetFrameRate=-1 The value of -1 seems to be an automatic adjustment. As a result, FPS will be 90, which is the refresh rate value. But, I want the FPS value to vary between 10~90. Is there any way to prevent Application.targetFrameRate = -1? I would appreciate your advice.
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