Search Issue Tracker
Fixed
Votes
48
Found in
2023.1.0b5
Issue ID
UUM-30677
Regression
No
[Quest 2] OculusXR has worse performance than OpenXR when built
Reproduction steps:
1. Open the attached project "PerfTest2021"
2. Install the OVR Metrics tool from Oculus Developer Hub
3. Go to the library on Quest device and open OVR Metrics
4. Press “Basic” and you should see the Metrics in the middle of the screen
5. Build and run on an Oculus Quest 2 device
6. Wait for the Scene to switch and observe the FPS
7. In Editor go to File > Build Settings > Player Settings > XR Plug-in Management
8. Untick Oculus and tick OpenXR
9. Repeat step 5 and 6
Expected result: The project built with OculusXR has a higher or equal FPS than one built with OpenXR
Actual result: The project built with OpenXR has a higher FPS than that built with OculusXR
Reproducible with: 2023.1.0b5
Not reproducible with: 2021.3.20f1, 2022.2.9f1, 2023.2.0a5
Could not test with: 2020.3.46f1 (OculusXR Failed to load the Scene in Player)
Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
Testing environment: Windows 10 Enterprise 21H2
Notes:
* Tested on Vulkan Graphics API
* 2023.2.0a5, OculusXR 48 FPS, Openxr 48 FPS
2023.1.0b5, OculusXR 45 FPS, OpenXR 48fps
2022.2.9f1, OculusXR 57 FPS, OpenXR 54 FPS
2021.3.20f1, OculusXR 72 FPS, OpenXR 72 FPS
2020.3.46f1, OculusXR Failed to load the Scene in Player, OpenXR 72 FPS
-
DevDunk
Jun 13, 2023 10:01
That is not the same issue...
-
DevDunk
Apr 12, 2023 10:11
-
DevDunk
Mar 20, 2023 10:00
I made the report and QA removed my benchmark results. My message to add better benchmarks was ignored
Even in 2021.3 OpenXR performs better. They simply state both are 72fps, but on GPU usage is higher with OculusXR by about 4-8%.
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
- Asset Bundles retain their previous hash and CRC values when an object within a bundle is changed and rebuilt
- APV Reflection Probe Normalization breaks when SSGI is enabled
- Default Custom Components in project have Library counterparts
- [iOS]"The destination host has an erroneous SSL certificate" error is thrown when using UnityWebRequest to connect to the server with a self-signed certificate
- Freeze/crash on DynamicHeapAllocator::Allocate when opening a specific project
Resolution Note:
Fixed by https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-33025