#vr profiling

1 messages · Page 1 of 1 (latest)

viral fog
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making a thread

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You'll want to switch from "Timeline" to "Hierarchy" in the bottom left corner.

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the hierarchy is, by default, sorted by % of total frame time

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so if you keep unfolding the first thing you can, you'll be looking at the most expensive functions

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in my game here, the most expensive thing is waiting for the GPU to render the scene, for example

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Select a lag spike, unfold the first few things, and show me the result

tame ingot
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My unity crashed, and now reopened and its good now, but its without 4 new models, so they were the problem, is there a way to reduce their quality to stop the lag?

viral fog
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whoops

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well, first check that this was really the case

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put 'em back in and see if the game grinds to a halt

tame ingot
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kk

tame ingot
viral fog
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Select one of the big spikes and unfold the hierarchy like I did above

tame ingot
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ok

viral fog
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does every spike happen while FixedUpdate is also present in the hierarchy?

tame ingot
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80% of the time

viral fog
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hm, that's odd

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one thing to try -- close the profiler and maximize the game view (double click on the tab)

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WaitToBeginFrame should show up when your framerate is higher than the headset can display, meaning unity is waiting until the next frame should start. But that doesn't seem to be the case here.

viral fog
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The inspector can cause large lag spikes (it's a very complicated bit of UI)

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also, if you have the scene view open, that can slow it down quite a bit

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i think that's just constant terrible framerate, not this spiky behavior

tame ingot
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Btw i should have probably mentioned that before, the game is only laggy on vr not on pc

viral fog
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I've done a little VR development before

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on an index, though

viral fog
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But the runtime is clearly taken up by WaitToBeginFrame; FixedUpdate is just a few ms

tame ingot
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Also these are the models

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do you think they are too detailed?

viral fog
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Can't say without seeing the statistics.

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unfold the asset in the Project window and click on the individual mesh sub-assets

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they're the ones with the grids