Environment: PC Core i5, GTX 970 Unity 5.4.0f3.
Currently I'm developing on a scene for SteamVR(HTC Vive), and I have a issue about the player performance. My scene is rather complex in its structure(building), and to avoid overdrawn(a lot of PBR objects, forward rendering, fillrate issue), I have to utilize the Occlusion Culling of the camera. I thought with less geometry info sent to GPU, and little overhead of CPU for culling, FPS could be stable at 90. The result, on CPU side, the...
SteamVR HTC Vive Perf Issue, Brown "Other" section in Frame Timing (with Unity 5.4)
Currently I'm developing on a scene for SteamVR(HTC Vive), and I have a issue about the player performance. My scene is rather complex in its structure(building), and to avoid overdrawn(a lot of PBR objects, forward rendering, fillrate issue), I have to utilize the Occlusion Culling of the camera. I thought with less geometry info sent to GPU, and little overhead of CPU for culling, FPS could be stable at 90. The result, on CPU side, the...
SteamVR HTC Vive Perf Issue, Brown "Other" section in Frame Timing (with Unity 5.4)