Quantcast
Viewing all articles
Browse latest Browse all 141

Gear VR Frame Rate Optimization?

I am aiming for 60fps as is recommended by Oculus for GearVR games. I'm still seeing some frame rate drops (to around 25-30fps), which is suboptimal and may not be accepted by the Oculus Store, especially since for a portion of my game I have a first person weapon that has slight judders during fps drops. Not sure how to further optimize, since I am sitting well below 50k tris and verts, less than 50 SetPass calls, turned off dynamic lighting and shadows, and made all shaders Mobile/Diffuse or Mobile/Unlit (single pass shaders). The only things I can think of are: - Batches around 50 (Is this too much? How can I reduce it if I am using Skinned Mesh animated characters?) - Particle effects (How heavily does this consume GPU?) ![alt text][1] [1]: /storage/temp/84730-watcher-statistics.png

Viewing all articles
Browse latest Browse all 141

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>