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Poor performance iOS/Metal/Unity

April 19, 2016 - 1:40am #1

Vuforia SDK Version: 5.5.9 -

Description with steps to reproduce:

When Vuforia is enabled and the graphics api is set to iOS/Metal the Unity profiler shows a very large amount of CPU time being spent in DigitalEyewearBehaviour.Update. The stall is proportional to how long a frame takes to render on the GPU. It feels like the CPU is stalling for the GPU to catch up. This does not occur when targeting OpenGL ES 3.0 or if you are using Metal but have Vuforia disabled.
 
The problem was observed using Unity 5.3.4p1, Xcode 7.3 and Vuforia 5.5.9 and run on a iPad Mini 4 (iOS 9.2). 
 
The issue means we can not ship with Metal as the stall is in the region of 1.5 times the time taken to render a frame on the GPU - so in our case a stall of 40ms!

-

Development OS (Mac OS X, Windows, Linux): Mac OS X with Xcode 7.3 -

Mobile OS and Version: iOS 9.2 (although it seems all versions) -

Mobile Device Manufacturer and Model name: iPad Mini 4/iPhone 6 -

Do the Vuforia Sample Applications show the same behavior?: Just put a GPU intensive model into the Unity sample found in vuforia-samples-core-unity-5-5-9.zip and you will see the CPU stall in DigitalEyewearBehaviour.Update.

Poor performance iOS/Metal/Unity

August 9, 2016 - 3:09pm #10

Hello,

This issue was resolved in Vuforia 6.

Thanks

Poor performance iOS/Metal/Unity

July 12, 2016 - 7:19am #9

Hello,

EAP stands for "Early Access Program". It is our term for making a beta version of our next commercial product offering available to select developers. If you are interested in participating, please apply here: https://developer.vuforia.com/support/early-access

Thanks

Poor performance iOS/Metal/Unity

July 12, 2016 - 2:09am #8

Hello,

that is good news - what is the ETA for the next commercial release?

And what is the Vuforia EAP program? (Enterprise Advancement Plan? Enhanced Additional Pay? Extremely Agile Programming?)

Thank you for your time, 
and greetings from Copenhagen!

 

Poor performance iOS/Metal/Unity

June 22, 2016 - 10:02am #7

Hello,

I am not personally aware of any workaround for this issue at the time, but we are targeting a fix for our next commercial release. If you are a member of our Vuforia EAP program, this fix should already be available.

Apologies for any inconvenience this may be causing.

Greetings from San Diego!

Poor performance iOS/Metal/Unity

June 22, 2016 - 7:55am #6

Hi,

I am also observing this phenomenon - is there any way I can optimise it on my own?
I am operating pretty much on the same setup:
iPad Mini, iOS 9.x, XCode 7.3, Unity 5.3.5, OS X

A lot of time is spent in DigitalEyewearAbstractBehaviour.Update() as well.

I have now optimised many other places in our application, and the one left, dragging down the performance a lot, is this Update() method.

If you have gained any insights / come up with a workaround, 
I'd be relieved a lot .)

Greetings from Copenhagen!

Poor performance iOS/Metal/Unity

May 3, 2016 - 10:01am #5

Hello,

Thanks for providing your project - it was extremely helpful. We have recreated the issue and dev team is now further investigating.

At this time I have no prescriptive feedback for you. I'll continue to monitor the ticket in case any workarounds are suggested or found.

Cheers!

 

Poor performance iOS/Metal/Unity

April 22, 2016 - 7:37am #4

Thanks for the feedback. I will PM you with suggestion on how you can provide the test scene to our development team.

 

Poor performance iOS/Metal/Unity

April 22, 2016 - 2:02am #3

Hi,

To answer your questions:

1) The model (actually about 40 game objects with seperate meshes) are parented to the image target. They are not marked as static in a Unity sense but most are not moving.

2) 8 of these game objects have colliders.

3) World centre mode is set to FIRST_TARGET.

I've set up another experiment where I unparented the models from the image target and removed all colliders and rigid bodies from the scene. The same stall occurs. I've attached a screen shot of the profiler showing the stall in DigitalEyewearAbstractBehaviour.Update in this new experiment.

I have a test scene that demonstrates the issue but I can't post it to the public forums as it contains art assets from an in development game. Is there a way I could get it to one of your developers directly?

 

Thanks.

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Poor performance iOS/Metal/Unity

April 21, 2016 - 12:03pm #2

Hello,

Can you please provide some additional information:

  1. Is the model attached to the target? Or can it just be put into the scene statically?
  2. If it is attached to the target, does the model have any collider components?
  3. What world center mode is used?

Thanks.

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