we're developing an Rift VR-App using Unity 2017.3.1 and discovered an issue when Rift is not mounted (not in use). The normal (Rift mounted) CPU/GPU (GTX1070) is 10/8%. The Standby-Load (Rift UNmounted) pushes the CPU/GPU load to 38/40% () ! We discovered that the reason for that is, that unity is rendering (~90fps) in normal mode, but ~1000fps in standby mode which causes the high CPU/GPU load.
We tried to fix that behaviour with "Application.targetFrameRate" but this won't work if VR is active in unity :-(( The issue happens with Oculus Integration AND native Unity with different unity versions 2017.2.* 2017.3.*.
Any idea how to fix that? (The system is running for several ours and is in standby 70% of the time)
There is an other unity camera active, that renders a UI-Canvas to the display (non-rift) to show a idle-screen with a message. ("come over an put on this awesome RIFT! :)") May that be the reason?
Got it sorted, for me anyways. I had put vSync off in the project settings. Turned it on, and don't have mad gpu usage. Using unity 2018.3.11. Basically have a gui touch screen with controls for the experience. When the headset is on, the usage is normal enough (30% gtx 2070), but when the headset was off it was pushing 75% constantly. Have vsync turned on now and the machine is at 5% when the headset is off.