Gvr-unity-sdk: Unity5.6.0/iOS/v1.70/iPhone7P FPS always keep 30, UI ghost image(afterimage), UI draw the incoherence

Created on 7 Sep 2017  Â·  4Comments  Â·  Source: googlevr/gvr-unity-sdk

HI:

I create a new demo project, and import the new latest sdk( 1.70 ) in the iOS platform.

All project settings use the default setting, i don't change anything except the company and Virtual Reality Supported.

wx20170907-100807 2x

There were some serious issue , when I into the VR mode.

  • FPS always keep 30.
  • The slow move the iPhone(Cardboard mode) can clearly see the ghost image (or afterimage)
  • The slow move the iPhone(Cardboard mode) can clearly fell the UI draw the incoherence

141504750342_ pic

131504750334_ pic

Please anyone meet the same issue?

All 4 comments

Phones always vsync so if you're not hitting 60fps you'll vsync down to
30fps. That part is expected.

What do you mean by "incoherent" and "residual" UI?

On Wed, Sep 6, 2017 at 7:15 PM, biezhihua notifications@github.com wrote:

HI:

I create a new demo project, and import the new latest sdk( 1.70 ) in the
iOS platform.

All project settings use the default setting, i don't change anything
except the company and Virtual Reality Supported.

[image: wx20170907-100807 2x]
https://user-images.githubusercontent.com/6761107/30142686-ba354b0c-93b4-11e7-8a96-e43137bc8ccc.png

There were some serious issue , when I into the VR mode.

  • FPS always keep 30.
  • incoherent VR UI display
  • the residual VR UI

[image: 141504750342_ pic]
https://user-images.githubusercontent.com/6761107/30142752-10e30a2a-93b5-11e7-91fd-b6f192e4ba28.jpg

[image: 131504750334_ pic]
https://user-images.githubusercontent.com/6761107/30142787-31c429ae-93b5-11e7-83d8-8c317a816812.jpg

Please anyone meet the same issue?

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Thank your reply!!

The incoherent mean that slow move the iPhone(Cardboard mode) can clearly feel the UI draw the incoherence.

The residual mean that The slow move the iPhone(Cardboard mode) can clearly see the ghost image (or afterimage).

At first I thought the frame rate was too low to cause these issue.

Looking forward your reply.

@nathanmartz

From what I can tell, higher framerate will help a bit, but these are all expected on Cardboard (iOS and Android). Cardboard is designed to give reasonable quality, short VR sessions to the widest possible audience. If you want an experience with lower latency, better tracking, no ghosting, etc. then you should look to Daydream.

@nathanmartz But I could hit 60 fps using older version , I think using Daydream is not a proper way to solve this problem...

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