You should run the profiler during the scene and save the file it generates. I would pay specific attention to GPU usage and any spikes that occur.
Profiler Data(runtime) Link :
Thank you @imperativity
I tried with 2017.2.0 Unity version and no longer having flickering issues. But some thing makes gameObjects's corners look non static when we move in game. I don't even know how to call/explain it. Can you take a look a…
Enabling anti aliasing in runtime had almost no effect in 5.4.0. But when I switched to 2017.2.0 unity version I was no longer needed to enable it in runtime. Even @imperativity
told me to try 5.6.0 or above versions. Try new version.
If you were to try 1.19 version of oculus utilities, is this issue still present?
Yes I still get this in 1.19
I am using OVRCameraRig from Oculus Utilities 1.19.0 as I do…
This issue has been fixed and there is no reproduction with Unity 5.6.4p3. This was probably a bug in Unity 5.6.0p3 that has been fixed since.
Unfortunately I'm still suffering with this issue even in 5.6.2. Because…
if you still have this flickering
Add this script to any Game Object
public class SetAntiAliasing : MonoBehaviour
public int antiAliasing = 2;
// Use this for initialization
void Start ()
Welcome to the Oculus Developer Forums.
Go through this checklist of common issues for addressing image quality with respect to maintaining frame rate:
1. Low render scale. Set UnityEngine.VR.VRSettings.renderScale…
I'm trying to be able to leave and enter VR at runtime. I've noticed if I set VRsettings.enabled = true and then back to false MSAA is no longer applied.
I've also noticed odd behavior from ImageEffects when entering and then ex…