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Found 4 results

  1. We've been working on an application in Unity using the XR framework, targeting different headsets. Originally developing towards the Quest 1, recently we have ported the project to Vive (minimal work required due to XR framework support) and found that the performance is vastly inferior to what we were seeing on the Quest, despite very similar hardware specs. While the Quest 1 happily runs around 72 fps, the Focus Plus easily dips into the 60's, and sometimes even goes south of 50 fps. This is entirely down to GPU performance. Looking into the profiler, it appears the Vive is rendering an awful lot more for the same scene and viewing point/direction: The render counts are almost 4 times that of the reported numbers on Quest. For reference, the Quest numbers are similar to what we're seeing on PC, while the Vive numbers are unrealistic and completely off the charts. Rendering is configured as Single pass on both targets, though even that wouldn't account for the perceived x4 increase in overhead. Any idea what's going on here? The builds are made from the same scene and project, with no differences except for which XR plugin is active. Project context: Unity 2019.4.18f1 LTS XR Plugin management 3.2.17 Wave XR Plugin 1.0.1 Oculus XR Plugin 1.7.0 XR Rig prefab Release build for both targets
  2. Sorry in advnace if this isn't the right place to be posting. I recently noticed that perofrmance while using wireless with my vive pro was significantly worse than when using wired. Seemed to roughly be 20-30% worse, which somewhat agreed with what I could find in other posts/forums (although disagreed with what I had understood from Vive's marketing). I have come across OpenVR Benchmark which seems to be a pretty good way to get consistent results. In doing so I get around 40-45% worse fps when using wireless. Wired at ~49fps compared to wireless at ~28fps. Is this normal/expected? Hardware: 2080 ti, i9 9900k, asus z390-e, vive pro.
  3. Hello HTC Engineers and devs, We are considering developing for the Focus + with the Wave SDK and had some questions we were hoping to get some advice on! 1) Engine version. Our title is built with UE4.21.2 We don't plan to upgrade the engine in the near future. We are wondering if the WaveSDK for UE4.21.2 is still able to be used, or an UE4 engine update is required? 2) SceneCapture2D. We use the SceneCapture2D a lot with our title (on Oculus Quest) and we've seen this WaveSDK forum thread from around 3 months ago: https://forum.vive.com/topic/6552-can-not-use-scenecapture2d-with-multiview-and-multiviewdirect/ We are wondering if this is still a known issue or it's been fixed. We had a similar issue with the Oculus Quest SDK too but had a fix. 3) Performance. When testing out some free games from the store, and when just using the Focus+ dashboard / store environment with no other apps running, there seems to be a lot of performance issues - Low frame rate, juddering, etc. Does the WaveSDK have Fixed Foveated Rendering to improve performance? I can't see it in the docs, but did see it mentioned in the forums. For reference, the current OS firmware we are using is: 2.04.623.2 4) Platform features like Leaderboards and Achievements. I quickly searched through the SDK docs but couldn't find anything regarding this. Does the UE4 SDK support leaderboards and achievements? 5) Tracking. When moving the controllers around, the tracking does not appear close to 1.1. We've seen a thread on the forum about drawing a figure-8 pattern and we will attempt that today. We are wondering what the tracking latency is for the controllers when working correctly. Thanks for reading and we'd appreciate any thoughts on the above. @Cotta
  4. Hi, I'm trying too display the HUD perfomance tool provided by the Wave VR SDK for my Unity project. https://hub.vive.com/storage/docs/en-us/PerformanceProfiling.html#android-systrace However, after installing wvr_settings.apk and wvr_performance_hud_setting.apk via the adb command. The HUD never shows up when I execute the followig command adb shell setprop debug.wave.perfmonitor.mode 1 @Tony PH Lin @Cotta
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