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Oculus Rift limiting GFX card and increase CPU usage... bug?

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At our company we've created several full realtime environment that visualize a huge landschape. Recently we've tried to convert them to Oculus Rift. However we've hit a performance issue that seems to be a limit of the Oculus Rift software or the integration within Unity.

We use MSI Afterburner to check the graphics card usage. When we run an application with a landschape that has a FPS controller, the gfx card useage is between 90% and 100%. Which seems right to us, since the scene it...

Oculus Rift limiting GFX card and increase CPU usage... bug?

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