Developing in Unity 5.4 - I've found that physics calculations slow down relative to the frame rate, is this expected? There seems to be some other slowdown such as animation of texture sheets.
When using the Vive the framerate hiccups don't seem to mess with the physics but with Oculus things go all floaty when the framerate dips. Is there any way to prevent this or is it likely I'm doing something wrong?
I have both Oculus & OpenVR added in Player Preferences but using OVRCamera rig and only Unity native VR functions. If I remove OpenVR from the Player Preferences I still encounter the same problem.
We had an internal team with the same issue. They got around it by setting Time.maximumDeltaTime = 1f. If that doesn't fix it for you, we will have to wait until Unity can root-cause it and provide a fix.