Why would render textures lag the oculus and not the editor?

Hey guys, I’ve recently started developing with the oculus dk2 to create a first person driving simulation. I was using three cameras and three render textures for the rear view mirror and side mirrors. When the game runs with them on, the editor reads a steady 50 fps, no drops regardless of motion. looking through the oculus however it gets very choppy with low framerates. If the render textures are not active, the stats stay the same for the editor but the oculus runs smooth. Any ideas why the quality is noticeably different between editor and oculus? Or if not, any more efficient suggestions for mirrors? Thanks

50fps in the editor is probably too low in the first place. You need a fairly solid 75fps (if your monitor VSyncs at 60hz then check the attainable fps with vsync off, but turn it back on for the Oculus build). If the Oculus is getting less than 75fps it will frame skip down to 37fps or worse.
You’ll likely need to do a bit of optimization. Make sure the mirror camera’s have appropriate fov and clipping places. You may be able to get away with a single camera and apply the render image from that to each mirror (just scale the UV and offset or add a special shader for the side mirror effects). beyond that, you’ll need to work on your game’s frame rate by making good use of static/dynamic batching. Or get a better rig :stuck_out_tongue:

Fair call. Wasn’t even paying attention to the base fps level ha. Cheers for the quick response. Optimization is needed for sure, the uni computers art the greatest.