03-31-2017 01:03 AM
10-26-2017 12:13 AM
RaveTZ said:
delphinius81 said:
When the headset is active, frame-rate is being locked/synched to 90fps, even if your cpu/gpu could push further. It's a similar principle to having v-sync enabled on a monitor.
And there is the problem. ASW is locking it to 45 for a duration every time it has a slight dip below 90.
05-21-2019 08:36 AM
08-21-2023 11:08 PM
I know this is quite an old thread, but in case anyone was looking for a solution that I stumbled upon, this is:
Specification: Unity 2022.3 LTS
Pipelines: URP
Build settings: PC, SteamVR
When the problem occurred: After turning on the second camera (even on an empty stage)
What caused the performance drop: added Screen Space Ambient Occlusion in RendererFeatures.
Solution:
I duplicated AssetRenderer and disabled Screen Space Ambient Occlusion for it. In the Render Pipeline Asset, I added a duplicate AssetRenderer to the RendererList. In the second camera, in the Rendering section, I set the Renderer to the duplicate one. This allowed the first camera to have Screen Space Ambient Occlusion and the second not.
This solved my problem. I hope I could help someone (even myself from the future if I forgot :D)
09-19-2023 01:31 AM
Came here with a different, but related issue, where the HoloLens 2 build with MRTK 2.8.3 was showing very low FPS due to FrameEvents.xrBeginFrame and WaitForGPU. Removing an unused camera from the scene, similarly to what @pawbab suggested solved the issue.