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Massive CPU usage by OVRManager.Update talking to OvrPlugin in v16

TheformandTheformand Posts: 10
Brain Burst
I just updated my project to Unity 2019.3.13f1 and in the same move, updated the Oculus Integration package to newest from Asset Store (v16)

Now I cant even hit framerate in my menu scene, because OvrManager.Update() is using 4-5ms of my frame time.

If we enable deep profiling, we can see OvrPlugin GetControllerState4 being the culprit. Whats going on here?



Is anyone else seing this? I dont know what I can do since it looks like its a problem with the plugin itself

Comments

  • TheformandTheformand Posts: 10
    Brain Burst
    After reverting to whatever previous version I had before, profiler lists the same method call at 0.01ms. If my math is right, the plugin was released with a perf regression of x500. Seriously?
  • StackluckerStacklucker Posts: 10
    Brain Burst
    YES! FINALLY! I have the exact same issue (OVRFixedUpdate() is also taking up roughly 13%, I think because it is also calling OVRInput.Update() ), and no one seems to be mentioning these issues on the Unity forums.

    Oculus, what happened!? 

    Also @Theformand , could you confirm whether you have a very slow EarlyUpdate.XRUpdate in the PlayerLoop as well? That one is taking up roughly 30% of my CPU, so combined with the update loops of OPVManager I currently sitting at 60-80% CPU usage @45 fps....

    I'll try reverting to some older versions as well...currently this makes developing unbearable.
  • StackluckerStacklucker Posts: 10
    Brain Burst
    edited May 30
    Update: I updated to OVRIntegration 17 (from16) and with it, Unity detected a change in version of OVRPlugin. I believe 49 if I recall correctly), after letting it update I am finally hitting fps over 100fps again. Thank god they fixed it.

    Edit: And back again with the problems after upgrading again to Unity 2019.3.15f1...................
  • BLANX.deBLANX.de Posts: 10
    NerveGear
    Yikes. Same here. 17 and 16 had somewhere around 3ms. Back to integration 15 it is now close to 0.3ms
  • BLANX.deBLANX.de Posts: 10
    NerveGear
    Hm looks like it only happens in editor? On Quest I only have 0.5ms with integration 16 and 17
  • StackluckerStacklucker Posts: 10
    Brain Burst
    BLANX.de said:
    Hm looks like it only happens in editor? On Quest I only have 0.5ms with integration 16 and 17
    Yes, only in editor for me too. Thats were development is taking place though, so really really annoying. Difficult to pinpoint other issues too with all the mess going on.
  • bjorn.sysebjorn.syse Posts: 10
    NerveGear
    Hi. This is still an issue for me in Unity 2019.2.f1 LTS + v17 OvrPlugin. It disappears when building the project.
  • ClavusClavus Posts: 15
    Brain Burst
    I'd love for this to get fixed. I'm stuck on 50 fps even with a simple scene if I use Oculus rig due to OVRManager Update/FixedUpdate taking up a lot of CPU time along with EarlyUpdate.XRUpdate (which I suspect is the old 'wait for target fps spin' overshooting or something).
  • ClavusClavus Posts: 15
    Brain Burst
    Made an entry for it on the bug tracker you can subscribe to: https://developer.oculus.com/bugs/bug/274541293832406/
  • rustin_leerustin_lee Posts: 1
    NerveGear
    This is so disruptive to every workflow, not sure how it's still here months later
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