I did a simple test for the same scene in Unity 5.6.4p4, just a quad in
front of camera covering the whole screen, with a custom PBR shader
which executes the PBR lighting model several times, and here's the
result (raw app render time in Unity Profi...
imperativity said: @syenet This is not what we typicallyobserve. Are you
using the same eye buffer resolution andanti-aliasing level for both
headsets?Hi, I just contacted matthew in email, so I just forward it
here, so anyone interested can refer:Th...
imperativity said: @syenet This is not what we typicallyobserve. Are you
using the same eye buffer resolution andanti-aliasing level for both
headsets?Hi, I just contacted matthew in email, so I just forward it
here, so anyone interested can refer:Th...
imperativity said: @syenet This is not what we typicallyobserve. Are you
using the same eye buffer resolution andanti-aliasing level for both
headsets?Hi, I just contacted matthew in email, so I just forward it
here, so anyone interested can refer:Th...
imperativity said: @syenet This is not what we typicallyobserve. Are you
using the same eye buffer resolution andanti-aliasing level for both
headsets?Hi, I just contacted matthew in email, so I just forward it
here, so anyone interested can refer:Th...