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Asynchronous Timewarp Fails When Close to 60fps (GEAR VR)

DavidTurpinMagn
Honored Guest
Using Unity 5.4.1p1 and Oculus Utilities 1.8.0. 

A few months ago our app ran at closer to 30fps, and ATW would kick in and keep the headtracking smooth. After lots of optimizations, our app now runs at 50-60fps consistently. Not ideal, but ATW should be kicking in to smooth out the times when it's less than 60. Unfortunately, this is not the case -- we're getting a good deal of judder, especially on the Galaxy S6.

When this judder occurs, this pops up in logcat:

W/TimeWarp: WarpToScreen: Nothing valid to draw

Does anyone have any idea what's going on here? 

2 REPLIES 2

DavidTurpinMagn
Honored Guest
Tried creating an empty scene where you simply spawn cubes, and the same effect occurred. I even made it go below 30fps and ATW never kicked properly kicked in ATW is enabled according to adb, and I've definitely seen it work, for example during the loading screen.

What could cause timewarp to completely fail like this?

sayangel
Explorer
it's a known issue with the way 5.4.3+ handles EGL synchronization. Don't think there have been any updates though.

https://forums.oculus.com/community/discussion/comment/457071/#Comment_457071