Vive/Unity Game Drops into Loading Screen While the Monitor Version Is Working Fine
I am making a HTC Vive game in Unity.
When I trigger certain events, it jumps out of the game into the default Vive loading screen for a couple of seconds. I understand that it could be loading very heavy data, but somehow this only happens inside the Vive headset, but the screen version, namely the game mode of Unity is working perfectly.
My graphics card should be good, so I'm assuming the it has something to do with different displays used by the monitor and the headset?
Re: Vive/Unity Game Drops into Loading Screen While the Monitor Version Is Working Fine
@yinansong, are you referring to the "loading screen" that is essentially the game's icon/title with a series of animated loading bars beneath it? That compositor screen occurs when output drops below 45 FPS. When this occurs, the compositor steps in to render a scene that won't leave the user motion sick. If it only occurs for a few seconds immediately after you trigger an event, it means your event trigger is causing an FPS crash and you'll have to debug its perf. The monitor display won't care what the FPS is, the compositor will. Another thing to think about is the perf cost of rendering the 2D monitor view - many games nowadays limit this output to 720p rather than the full 1080p and some experiences disable it altogether (see Google Earth as an example).
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