[1121] Unity 2019 Trees causing extreme FPS drops on Quest 2
tracked
Thorinair
I ran into a big problem when updating my world to use Unity 2019 for Quest 2: the Unity Trees straight up don't work on Quest 2. The framerate of people trying to access a world with them drops to such a low level that they have to power cycle their device. As soon as the trees are removed, the world performs completely smoothly.
Here is a link to my world that has the trees in (private test copy of the main world): https://vrchat.com/home/world/wrld_3b946fab-da19-4e60-b8c9-978c70b948d6
And here is a link to the public world where I removed the trees to prevent my Quest 2 users from suffering: https://vrchat.com/home/world/wrld_fb4edc80-6c48-43f2-9bd1-2fa9f1345621
This issue did NOT appear until I have updated the SDK (along with Unity to 2019) of my world. This is also quite a big issue, as I am assuming it will pop up on any worlds that use Unity Trees. I have tried a lot of things, but nothing worked, so the only thing left is that it is specifically a VRChat compatibility issue.
Log In
Thorinair
1 month and counting. Just tried to reupload the world now with trees enabled again, hoping it may work with the new patch. No luck.
MrDummy_NL
I checked the problem as well by myself, then i discovered the culprit. In 2018, the Billboard function on far trees (where they converted in bitmaps) has not much fps drop.
In 2019, the Billboard function is more worser and cause huge fps drop.
So i changed my world so the billboard function is ignored (set it at same range as normal view range trees) then i have way less fps loss.
So yeah: don't use Billboard function in worlds with a lot trees. Limit the range a bit, ~80 with normal trees or LOD trees has no much fps loss for me. We know it will pop up trees at distance, but this is enough with some trees in front of you.
Billboard has cutout bitmaps and we know Quest handle transparency poor, this is possible reason why it's very bad. But between 2018 and 2019, 2019 handle it way more worser.
No problems with PC side, but i just disable it for now for both sides (due same scene and equal setups)
miner28_3
MrDummy_NL: interesting finding. Will test it out in my world tomorrow. I want my trees back.. -_-
Thorinair
MrDummy_NL: I have just checked, and my world doesn't use any billboard for the trees (or any LOD on them in general, since it is only a few trees), only grass does and that seems to work fine, so I am inclined to believe that the source of the issue might be something else...
MrDummy_NL
Thorinair: When i fill area with half of billboard trees (at 30+ distance), i got frame drop from 50 to 12.
If i disable billboard and only use trees until 80 distance, and try limit amount of trees to 30 in view, i have no huge fps drop, much less from 50 to 40-45.
Sum it up, billboard is not good in Quest to fill up background with billboard trees. It's really bad.
I did even billboard from 5 distance (the shortest distance), i can barely move around with like <1 fps. Pretty much frozen effect. Very bad.
Use LOD trees is better, because at distance it will use lower poly trees. So that is better than billboard / bitmaps.
Thorinair
MrDummy_NL: Interesting. but doesn't seem to be related to this specific issue. Again, I don't use billboard, and people joining the world had 0 frames. 12 frames I would still consider playable enough that you can close the game. Visitors of my world has such low FPS they had to force turn off the device as it was impossible to even open a menu.
miner28_3
Thorinair: Same issue here for some, except that it was after entering the second part of my world where there were trees.. Their Quest just Froze and it either turned itself off or they had to turn it off. I am still waiting for VRChat to do something about it. But they seem to not care ? Released an Open Beta, but issue that basically can kill Quest users is ignored.
Thorinair
miner28_3: They probably didn't test it - there is a lot of edge cases and trees + Quest 2 users was maybe a situation that the beta testers didn't try. Let's be real, I don't know any Quest 2 user who even tried the beta before it was released. Tupper did mark this as "under review", which doesn't happen that often, so there is hope they will fix it.
miner28_3
Thorinair: It wasn't doing it in OpenBeta from what I remember. I have had Quest users in my world and nothing was happening. It was introduced on the release from OpenBeta to Release. Also Under Review means absolutely nothing.. Its close to 1 month and still no fix. I'd like my trees back.. Without doing workarounds.. :)
miner28_3
Any update on this ? Big problem on my map.
a
asixD
As a person that helped Thornair with testing the map on quest, I can confirm that this is indeed true.
Tupper - VRChat Head of Community
marked this post as
tracked