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Low Overhead Mode in Oculus Integration 1.41

emalafeew
Level 4
The release notes for 1.41 describe a "low overhead mode" for Player Settings, but after importing I don't see that in Unity 2019.1.  

It's been in the release notes of Unity 2019.2 so I'm confused is this a Unity or Oculus Integration feature? 
9 REPLIES 9

Anonymous
Not applicable
It's in Player Settings, under XR Settings. I'm using Unity 2019.2.8. The setting has been in Unity for a couple of 2019.2.x releases now.
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VJ76
Level 4
For everyone who do not know what low overhead mode is (incl myself); 
It is described as increasing performance by doing “less driver validation”. This could allow VR developers to squeeze out extra performance on Oculus Quest, Oculus Go, and the Samsung Gear VR.

emalafeew
Level 4
Thanks I confirmed it doesn't appear in 2019.1's XR Settings, it must only appear in 2019.2 then.  

It's mentioned in the Oculus Integration 1.41 release notes so expected it would apply to previous versions of Unity
  • Added support for “Low Overhead Mode” in Player Settings for Android applications. Applications that use OpenGL ES can build release apks that will will skip error checking and improve performance of the app.  

Weitin
Level 4
How's the performance increase on Low Overhead Mode? Does it help lower GPU utilization? My project is on 1.38, but if the increase is noticeable then I'll consider upgrading. 

JianZ
Level 5
hey Weitin,  "Low Overhead mode" is a cpu optimization,  which makes graphic driver less taxing. For example, it saves drawcall submission cost on CPU, results a better render thread performance,  but no impact on GPU

Weitin
Level 4
Ahh thank you for clarifying 🙂

soaringrocstudi
Level 2
Is there any reason not to use Low Overhead mode? Is the performance boost "free" or am I risking certain issues down the road?

FuzzyOnion
Level 4
I found an issue on my end, building for Oculus Go, checking this option created a problem with playing back two videos to textures at the same time. Hope this helps someone out there.