Framerate much lower in packaged build on Oculus than in editor or on Vive
I'm running into an issue whereby a packaged shipping build is performing much more slowly on Oculus Rift CV1 than it does in editor, but the same packaged executable runs fine on HTC Vive.
Has anybody else encountered something like this? Are there settings or details I should be aware of that differ between the two platforms?
asked May 22 '18 at 03:16 AM in Packaging & Deployment
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