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Final Hurdles on Oculus store - Gear Vr Demo

ArthurTubb-Ocul
Explorer
Posted this on the Unity forum, but maybe here is a better place for answers/advice?

so... almost finished my Gear VR demo but I'm getting this report after failing the graphics test..



Your app should maintain a framerate of at least 60 FPS.



Frame rate is consistently low throughout the app, and drops specifically when attempting to look up



This is happening even though previous builds have passed these tests,
and there is no performance drop on my test device... ( Samsung S6 )



Anyone else had similar problems?



I can give details of the app/unity scene etc if anyone is interested.
Real bummer as the app has now missed the submission date for the
holidays. 😞
5 REPLIES 5

motorsep
Rising Star
What engine do you use and what fps are you getting? (apparently 59.xx fps is not 60 fps 😕 )

ArthurTubb-Ocul
Explorer
Using the latest version of Unity, fixed time step set to 0.016666 in time settings, also using a script to target the frame rate at 60fps..

TrevJT
Protege
When I submitted mine I failed the FPS for the Note 4 only and had to make adjustments to meet the 60FPS on Note 4.

Obvious questions: 
Did you go through your entire demo with a frame rate counter live on your device? Other way is to hook it up to the oculus remote monitor:

 https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-remote-monitor/


motorsep
Rising Star
@TrevJT You can ask Oculus to exclude Note 4. It's an ancient phone after all 🙂

ArthurTubb-Ocul
Explorer
Yup, got a frame rate counter going so back to testing!