Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.4.2
Issue ID
OXRB-69
Regression
No
Lower performance when VR headset is active
Reproduction steps:
# Open the user's attached project
# Enter Play mode
# Open Stats
# Observe FPS
# Put on a headset and observe FPS
Expected result: The same FPS as before the headset is worn ~4000 FPS
Actual result: ~80 FPS when the headset is worn
Reproduced with: 1.4.1 (2021.3.6f1), 1.4.2 (2020.3.37f1, 2021.3.6f1, 2022.1.9f1, 2022.2.0b1, 2023.1.0a3)
Reproducible on: Windows 11 with Oculus Rift S headset
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on ShaderLab::ShaderState::ApplyShaderState when entering Play Mode and calling ShaderWarmup.WarmupShaderFromCollection with a shader that has dynamic_branch
- Crash on operator delete[] when a serializable structure in the System namespace is serialized by a MonoBehaviour
- [macOS] forward and backward mouse buttons are recognized as middle mouse button
- NavMeshModifier.OnEnable/OnDisable gets progressively slower when called repeatedly
- "System.Net.CookieContainer" throws an "ArgumentException" error when using a non-UTF-8 machine locale and hostname
Resolution Note:
The performance you are observing is expected: when VR is active, vsync is forced on. There is no way to submit frames faster than the headset can display them