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Performance constrainsts (CPU/GPU?) #5

@Zulex

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@Zulex

Hi,

Thanks for creating the project!

I have been playing around and it seems that I am running against performance issues that I cannot explain, as I am not certain what component is a bottleneck. The issue I am seeing is that I experience 'stuttering'. So it is not necessarily slow in the sense of low fps, but their is clear stutter. I.e. in the biking scene, whenever I am looking to the bike this stutter happens, when looking away from it, it does not. This means that for a few frames everything is smooth (as far as 30fps is smooth) and then the stutter happens.

The machine I am using has 32GB ram, i9 12900k and RTX 3090ti and I was using a link cable to stream the screen to the Quest 3.

I am getting around 30fps in the biking scene when running from Unity, which seems like a fairly low fps given the hardware. Gpu-z is telling the GPU is used between 70-85%, so there seems to be some room left here. Task-manager shows that cpu is not above 50%, however 2 threads seem to hit the 100% quite often. So this gave me the hint that their might be a CPU bounded bottleneck. However, when running the profiler, ~90% is semaphore.waitforsignal, which to my understanding means the GPU is working on something. Also, changing the resolution does not seem to effect the frame rate that much, which to my understanding would also hint a CPU bounded bottleneck.

All in all:

  1. Should I expect higher fps given the hardware?
  2. If this is a hardware limitation, given the story what would your guess be on which part is the bottleneck?
  3. Is anyone else experiencing this stutter?

Thanks!

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