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Optimizing Performance
Across Oculus Mobile
Gabor Szauer
Developer Relations Engineer, Oculus
Best balance of quality to file size
Maybe not for UI
ASTC Texture
Compression
UNCOMPRESSED
21.3 MB
ASTC COMPRESSED
1.3 MB
UNCOMPRESSED
21.3 MB
ASTC COMPRESSED
1.3 MB
UNCOMPRESSED
21.3 MB
ASTC COMPRESSED
1.3 MB
Half your draw calls!
OpenGL Extension
Renders to frame buffer array
CPU side win
Single Pass Stereo
MULTI PASS
SetPass Calls: 46
SINGLE PASS
SetPass Calls: 22
Batch Meshes
Atlas Textures
Reduce Number Of
Materials
Further Reducing
Draw Calls
UNBATCHED
915 Objects
BATCHED
2 Objects
LOTS OF TEXTURES
Unique Materials
More Draw Calls
SINGLE ATLAS
Shared Material
Less Draw Calls
4,306 POLYGONS

2 MATERIALS

4 TEXTURES

2,477 POLYGONS

1 MATERIAL

1 TEXTURE
Pixel Light Count
• 1 is ok
• 0 is preferred
Shadows
• hard shadows is ok
• disable shadows preferred
Bake shadow maps if
possible
Light & Shadows
Can't avoid additional resolve
Additional resolve: 1ms +
Bake environment lights
Few dynamic shadow casters
Real time shadows
Avoid shadow projector
Re-rendering batched
geometry is expensive
Simple quad at feet will do in
most cases
Blob shadows
Renders model twice
First render is the model
projected onto plane
No self shadowing
Same limitations as blob
shadows, but looks better
Planar Projection
Shadows
Environment should not be lit
in real time
Bake lighting / shadow maps
4096 is a pretty good size
These settings are very
project dependent.
Bake Lighting Data
Dynamic characters no
longer receive shadows
from baked objects
Bake Lighting Data
Sample light map to make moving
object kind of match lighting
Start with a recast down, then:
Renderer.lightmapIndex
LightmapData.lightmapColor
RaycastHit.lightmapCoord
Sample light map
for shadow value
Use light probes!
Fast, easy to set up,
looks great!
Lightprobe shadow
volumes
Use light probes!
Fast, easy to set up,
looks great!
Lightprobe shadow
volumes
Impostor geometry, just a
quad with some textures
Add particles to make extra
fancy
Fake lighting effects
Linear
• More Realistic
• OpenGL ES 3 Required
Gamma
• Less Realistic
• Works Everywhere
Color Space
GAMMA LINEAR
Per material color grading
Done in forward pass
Use Lookup Table
Edit lookup table in any
image editing application
Per Material
Color Grading
Per material color grading
Done in forward pass
Use Lookup Table
Edit lookup table in any
image editing application
Per Material
Color Grading
Set to 4x
Use the "Use Recommended
MSAA Level" in OVRManager
when possible
Anti Aliasing
2X MSAA0X MSAA 4X MSAA
No reason not to use
OpenGL ES 3
Vulkan fallback is ok
Vulkan is a CPU side win
Graphics API
Multithreaded rendering
Static Batching
GPU Skinning
Turn on
API Level 23+
Device Filter: ARM
Device filter can make about
10 MB difference in APK size
Other settings
Scripting back-end: IL2CPP
Prebake collision meshes
Keep Loaded Shaders Alive
Optimize Mesh Data
Consider these
Anisotropic: off
Bone weights: 2
V-Sync: Don't
Everything else
Try to get Render Texture
Switches down to 0 if
possible
* Not possible if using
real time shadows
Reduce Resolves
Avoid Using Post Effects
Add quad in front of camera
Fade quad to fade scene
Screen Fade
VR.WaitForGPU = Wait for Vsynch
If you are making frame rate, there
should be a few milliseconds
of VR.WaitForGPU
Frame Times:
30 FPS = 33.3 ms
60 FPS = 16.6 ms
72 FPS = 13.8 ms
Reading the profiler
Internal Unity Profiler
Android Unity internal profiler stats:
cpu-player> min: 15.8 max: 16.9 avg: 16.4
cpu-ogles-drv> min: 0.0 max: 0.0 avg: 0.0
gpu> min: 0.0 max: 0.0 avg: 0.0
cpu-present> min: 0.3 max: 0.6 avg: 0.3
frametime> min: 16.1 max: 17.3 avg: 16.7
batches> min: 5 max: 5 avg: 5
draw calls> min: 5 max: 5 avg: 5
Profiling Workflow
Useful for measuring general performance
Not useful for knowing what is slow
Not enough info to really optimize
Frames per second
OVR Metrics Tool
Milliseconds per frame
30 FPS = 33.3 Milliseconds / Frame
60 FPS = 16.6 Milliseconds / Frame
90 FPS = 11.1 Milliseconds / Frame
Example: Frame Breakdown
A single frame takes 21.2 ms and waits 12 ms for the next vsynch
The current total frame duration is 33.3 ms
To run at 60 FPS, the frame needs to finish in 16.6 ms
To hit the 60FPS mark, at least 5.2 ms has to be optimized away from this frame
* This example assumes everything runs on one thread to make it easy to read
CPU or GPU Bound?
If the frame rate improved, the game was GPU Bound If the frame rate dod not improve, the game was CPU Bound
To determine if a game is CPU or GPU bound: Don't render anything!
Use Unity Profiler
CPU Bound
If the game is GPU bound, it
can be Vertex of Fill bound.
To determine which, change
render scale to something
small, like 0.01
Did performance improve?
Yes - Fill / Fragment Bound
No - Vertex Bound
GPU Bound
Qualcomm Snapdragon Profiler
Mali Graphics Debugger
Renderdoc
Fill Bound
Simplify meshes which contain
too many vertices
Consider combining meshes to
reduce draw calls
Cull invisible meshes and
enable LOD on meshes
Vertex Bound
Rinse and Repeat
Disable all rendering.
Did performance improve?
GPU or CPU
Bound
No CPU Bound Use instrumented profiler
GPU BoundYes
Vertex or Fill
Bound?
Set render scale to 0.01
Did performance improve?
No
Yes Fill Bound
Vertex Bound
Simplify Shaders
Simplify Geometry
Combine Geometry
Reduce Draw Calls
Questions?
Comments...
Rude Remarks?
Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile

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Look Ma, No Jutter! Optimizing Performance Across Oculus Mobile