Search Issue Tracker
Duplicate
Votes
16
Found in
5.1.1p2
Issue ID
708840
Regression
No
Virtual Reality Supported causes latent performance in build when HMD is not connected
This issue has no description.
-
Michael-Schenck
Aug 08, 2015 04:46
I had this same issue with 5.1.2f1 see: http://issuetracker.unity3d.com/issues/vr-vr-enabled-player-lags-when-rift-is-not-connected
-
gg67
Jul 02, 2015 02:14
http://forum.unity3d.com/threads/vr-mode-brings-very-high-cpu-load-without-oculus-rift.337247/
I've noticed standalone executables built with Unity 5.1.1p2 "Virtual Reality Supported" checked bring massive CPU load when Oculus Rift is *not* connected. It also makes the program very unresponsive (0.5-1 seconds lag on mouse and keyboard). In editor it works fine.
Original Case:
VR Support Enabled
HMD Does not exist
= Latent Performance in Build
= Normal Performance in EditorCase 2 (Updated)
VR Support Enabled
HMD Exists
Disable VR using VRSetting
Same results as original case
= Latent Performance in Build
= Normal Performance in EditorCase3:
VR Support Enabled
HMD Exists
Turn Off HMD
= Starts in VR camera mode, reverts to single camera mode and works correctly in Editor and Build
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
- Draw Renderers custom pass doesn't work with SSGI
- WebCamTexture does not set the requested resolution when used in WebGL
- Editor default Stylesheet/Matching Selector buttons in Debugger don't do anything
- Graphics.DrawMeshNow stops rendering Render Texture after a few frames when viewed in the Player
- New selector in Matching Selectors displays as on line -1 in debugger
This is a duplicate of issue #691345