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Dizzines at 60fps in Daydream Pixel

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Hi!
I'm testing some levels for an adventure VR game, triying to optimize it. I'm using a Daydream Pixel.
It runs at 60 fps and < 30ms, but It still produce dizzines.
Project setting:
- Less than 20.000 tris.
- Camera is fixed, only head tracking.
- Fordward render and MSAAx4.
- No Vsync, Multithreaded Rendering, static and Dynamic Batching are checked.
- Using de Gvr prefabs from the GoogleDaydream unityPackage (GvrController an view Main,etc...)
Trying the GoogleDaydream demos scenes seems...

Dizzines at 60fps in Daydream Pixel

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