Unity Performance
App performance is critical for developers, particularly in VR, where poor performance can significantly impact user comfort.
Our SDK is designed to be resource-efficient while delivering robust analytics. We are continually optimizing to ensure it remains both lightweight and effective. For specific requirements, please contact us, and our customer success team will assist you.
Overall, the performance impact of our SDK is minimal compared to the demands of rendering and VR interaction systems. Recent performance test results are provided below.
Best Practices
- Web requests can have a notable performance impact. If necessary, increase Automatic Send Timer to send fewer, larger requests.
- Initializing a session should be done when the user is least likely to notice it - immediately when the application begins or during a scene load.
- Prefer using IL2CPP over Mono if possible.
Test Conditions
- Date: August 2024
- Unity SDK version:
1.5.3
- Unity version:
2022.3.10f1
- Scene:
Fantasy Sample
(available on the dashboard)
Test Device
Meta Quest 2
- CPU: Qualcomm Snapdragon XR2
- RAM: 6 GB
- GPU: Adreno 650
Methodology
For our standard test the values were recorded using OVRMetricsTool.
Test setup
This was built on the Fantasy Sample scene with no major changes.
We executed the app twice - once without the SDK to get an overall idea of app performance, and once with our SDK included to determine our SDK’s overhead.
The standard SDK implementation included:
- Gaze
- Controller interactions
- 12 dynamic objects (including controllers)
- 1 sensor value being written per frame (in addition to our default ones)
- 1 custom event being written per second (in addition to our default ones)
Test results
App without Cognitive3D | App with Cognitive3D | Relative % difference | |
---|---|---|---|
Average framerate | 71.96 fps | 71.68 fps | -0.39% |
CPU usage (%) | 32.41% | 35.45% | +9.4% (+3.04 percentage points) |
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