![]() From my own experience I suspect that if this is accurate then these dropped frames would be causing the player discomfort. It's not like the framerate is generally bad on Go or anything, just that it doesn't always report as 60fps, sometimes it is but often may be 59.5 or 58.9 or suchlike as an average. Since publication I have seen stats indicating that the same issue appears to occur on the Oculus Go, which i'd have thought would have a far more stable performance characteristic but it seems not. Disgusted, I immediately switched this option to manual update only (and it never happened again), but it highlighted the general problem perfectly when in VR, VR is all that matters, everything else needs to shut down. After some minutes it recovered back to a super smooth 60FPS but when i checked after the session ended I saw that Oculus had Downloaded and installed 5 updated apps at that time while I'd been playing in VR. Even the Oculus software would cause problems one time in particular the game was stuttering so much I thought it was about to crash. I Identified this as background processes of a mobile phone and sure enough, using the phones' Device Management to clear out background processes and memory hoggers before starting a testing session gave me a better view on the actual performance of my game. Like any VR game it's imperative that it hits the screen refresh rate all of the time, in this case 60fps.ĭuring testing and optimisation I noticed that on my Samsung S7 Gear VR device that although my game ran consistently at 60 FPS (super smooth and breathtakingly beautiful it looked too), randomly sometimes there could be stutters or "frame tears". I developed a game targeting GearVR and Go.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |