Open smeybi opened 4 years ago
Yes, I'm seeing this as well in my projects (tested on Quest w/ Oculus Browser)
There are no major API changes from 0.9.2 to 1.0.4 besides THREE updates. It needs profiling. I haven't noticed any perf regression on our deployed experiences.
This is likely(?) a duplicate of #4347. It is because of changes to the standard material shaders in THREE.js. We're sticking with a 0.9.2 and 1.0 hybrid as we have found 1.0+ to be too slow to be usable for our purposes.
@IvoJager Thanks! If it's the same issue, switching to flat
shader should work around the problem, right?
@dmarcos Yep - if it's the same issue it should! :)
make sure alpha is set true in the renderer, there was some problems with set it false on oculus browser
Anything actionable here on A-Frame side?
In our case, we've been able to isolate the performance drop (across other 835 headsets as well - e.g. Vive Focus) to the changes in the standard materials in three.js. I believe it is the A-Frame team's intention #4347 to implement three.js' other, simpler materials that have a lower, fixed computation costs for the 1.1 milestone. This should avoid coding against a moving target (e.g. upstream three.js changes to the standard material) in the future, while allowing us to be more clever with resource allocation at little expense to visual fidelity.
the oculusGo alpha problem is fixed in upstream OculusBrowser
@IvoJager can you share the standard material change in threejs?
@arpu The biggest change is in the integrateSpecularBRDF shader function. I believe it has to do with the way roughness is rendered. I am not an expert in this subject matter though.
Hi, I found out the performance is noticeably lower (specially with the Quest) since A-Frame Version 1.0.x vs. 0.9.2
I also tested with the Vive and Firefox, the same, lower performance. Unfortunately I have not found the reason.
Here some tests:
https://glitch.com/~aframe-performancetest-v092
https://glitch.com/~aframe-performancetest-v104