Hello devs, I am doing a game in Unity for Oculus Rift CV1. But I face
some weird problem when VR is enabled. Mesh edges are
flickering(juddering) and it becomes even worse when player moves. I am
using Unity 2017.2 and latest Oculus SDK's OVRCameraR...
Hello Guys, I am making a quite big world for my game in Unity for
Oculus Rift. Initially when I tried my game with default settings it
looked somewhat blurry and mesh edges were flickering like a hell
(especially trees). So I changed RenderScale val...
Hello Guys, I have been working on a car simulator for Oculus CV1 in
Unity...Initially I gained 100+ FPS but image resolution was so weird
and then I changed RenderScale to 2. It made my game look perfect but
FPS went below 60 FPS (with Realtime Ligh...
imperativity said: @NirmlRj You should run the profiler during the scene
and save the file it generates. I would pay specific attention to GPU
usage and any spikes that occur.Profiler Data(runtime) Link :
https://drive.google.com/file/d/1EQeRT3O-tLmB...
Thank you @imperativity I tried with 2017.2.0 Unity version and no
longer having flickering issues. But some thing makes gameObjects's
corners look non static when we move in game. I don't even know how to
call/explain it. Can you take a look at that...
@A1_Mandeep Enabling anti aliasing in runtime had almost no effect in
5.4.0. But when I switched to 2017.2.0 unity version I was no longer
needed to enable it in runtime. Even @imperativity told me to try 5.6.0
or above versions. Try new version.