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Samsung s7 has worse performance than samsung s6

yurii_karpiuk
Explorer
On Gear VR samsung s7 has worse performance than samsung s6.
In test scene we have only 25 persons (~48k tris) with animation. And OVRDebugInfo show 55-60 fps on Galaxy S6, but on Galaxy S7 show 29-33 fps.
Unity 5.6.0f3
How can this be explained?
19 REPLIES 19

InnerExodus
Adventurer
Hi,

We have received similar reports of this issue. I will update you when I have more information to share

rishitb
Honored Guest
Upgraded from Unity 5.4.2 to 5.6.2 and s7 performance has dropped to around 40fps from an average of 55-60. Just curious if the issue still persists in the 5.6 chain? 

PS: We are using OVROverlays to render video

DreamDevStudio
Explorer


This issue has been identified and is being pushed for integration in the next Unity release.


Hi! Can you tell me please in which Unity version will be pushed solution? Thank you. 

rishitb
Honored Guest
Just as a reference, it seems like the behavior of the S7 changes depends on the Unity version with which it is built. Attaching VrApi logs from both versions (looking at "SP" field)

Unity 5.4.2f2:
FPS=54,Prd=47ms,Tear=0,Early=18,Stale=5,VSnc=1,Lat=1,CPU2/GPU=2/2,1113/315MHz,OC=F,TA=C/0/C/C,SP=F/N/F/F,Mem=1017MHz,Free=990MB,PSM=0,PLS=0,Temp=32.0C/30.0C

Unity 5.6.2f1:
FPS=45,Prd=45ms,Tear=0,Early=1,Stale=19,VSnc=1,Lat=1,CPU2/GPU=2/2,1113/315MHz,OC=F,TA=C/0/0/0,SP=F/N/N/N,Mem=1017MHz,Free=1005MB,PSM=0,PLS=0,Temp=29.3C/30.0C

sfaok
Protege
I also have this issue - performance on S7 is significantly worse than S6 on Unity 5.6.1+. 
Developer of Ocean Rift. Follow me on Twitter @sfaok

rishitb
Honored Guest
@sfaok
Did you find any solution to this issue?
@imperativity  Any help would be appreciated. 

sfaok
Protege
No luck unfortunately. Performance was identical between S6 and S7 on 5.4.5, but on 5.6 the S7 has dropped down to 45fps, while S6 remains smooth. 
Developer of Ocean Rift. Follow me on Twitter @sfaok

sfaok
Protege
Don't suppose anyone has had any luck with this?

I've tried patches of 5.6.1, 5.6.2, 2017.1 and the 2017.2 betas but no luck. 

Profiling my title scene running on both phones, there are spikes every second or so on S7:

bi3u7cphfg8u.png

While on S6 everything is smooth at 60:

hw6mv3xqy6kz.png

As you can see generally both phones are handling the camera rendering/scripts quite similarly. However WaitForGPU spikes randomly up to 20ms+ on S7. Any ideas what could cause this?

App has run fine for a couple of years, this is a new regression since Unity 5.6.
Developer of Ocean Rift. Follow me on Twitter @sfaok

sfaok
Protege
Oops double post..
Developer of Ocean Rift. Follow me on Twitter @sfaok