Skip to content

Unity Performance

Test Conditions

This performance test was conducted on August 17th, 2018, with minor clarifications added on January 6th, 2022. We plan to conduct a new test in early 2022. If you have questions about performance in the meantime, please reach out to our support team.

The purpose was to measure the impact of gaze collection techniques against a variety of scene configurations, and a baseline. The following conditions were applied to our test:

  • Unity 2017.3
  • Linear lighting mode
  • Multipass rendering mode
  • VR enabled with Oculus built-in support
  • Full game screen 16:9
  • Deep profiling was enabled
  • We subtracted editor overhead from milliseconds measured
  • Only 1 Unity was opened
  • SteamVR utility not open
  • No interactions or gameplay

Test Scenes

Below are the three 3D scenes that were tested to measure performance of gaze capture from the Cognitive3D Unity SDK. We also tested a 360 video as well (not pictured)

Simple Boxes Small Supermarket Full Supermarket
simpleboxes shopsmall shopfull

Gaze Capture Techniques

Baseline - No CognitiveVR Manager present in the scene, so no session started at all.

Physics (Default) - Implementation of a physics raycast into the scene. This technique requires modification to the scene, and assumes colliders are configured by the developer. This technique offers best overall performance.

Other methods of gaze capture are available, including a novel command buffer method. If colliders are problematic in your scene, please reach out to support for alternate methodologies.

Performance Results

Times are in milliseconds, and represent CPU time. The times below were the maximum value in the Unity Profiler after the scene was allowed to play for 30 seconds.

Scene Baseline Physics
360 Video 2.24ms 2.63ms (+0.39ms)
Simple Boxes 2.55ms 3.24ms (+0.69ms)
Small Supermarket 7.43ms 7.43ms (+0.00ms)
Full Supermarket 12.37ms 12.37ms (+0.00ms)