Closed Gianluca-C90 closed 6 months ago
On other reports you mentioned the use of URP. I guess you tried to build the desert sample. Is it the same with the built-in render pipeline?
Unity is not built from ground up for web, so there's a need for lots of optimizations for it to work well. Better check profiler and other performance tools, to see if it's CPU bound or GPU bound, and see what can be optimized.
thanks sir, i will run some tests with your suggestions, and then i'll come back here reporting what i've discovered.
Describe the bug a minimal scene in URP runs at 30 fps on the oculus browser with some sporadic spikes above that, but its objectively locked to 30 frame rate
To Reproduce Steps to reproduce the behavior:
Expected behavior we are using framevr as benchmark and they can totally nail a 60fps stable
Screenshots
Unity info (please complete the following information):
Desktop (please complete the following information):
Headset (please complete the following information):
Smartphone (please complete the following information):
Additional context we are using also VRTK