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SteamVR alloc 1.7k on a background thread #1077
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I have found the culprit. Package com.valvesoftware.unity.openvr in file OpenVRLoader.cs uses a System.IO.FileSystemWatcher to detect somekind of changes to some mirror cfg something, something. System.IO.FileSystemWatcher seems to allocate under Mono. |
Thanks for looking into this, Anders. I believe that watcher should be disabled for builds |
Hi. It's enabled for builds at least the version included in latest steamvr plugin. |
Hi again @zite I just checked, code in master is identical to the one from latest unity plugin |
Also this method allocates when joystick is being used
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Thanks, I've got this fixed in the beta branch and it'll go into the next release. |
Pose prediction - Poses were predicting two frames ahead instead of using the driver's prediction for the next frame. Switched back to that. ActionSet / SteamVR.enabled - GC / Perf fixes. Thanks Anders #1077 RingBuffer - Odd perf issue with DateTime. Switched to Time.realtimesincestartup. Set SteamVR_RingBuffer.UseDateTimeForTicks to true to use the old version.
I tried with SteamVR disabled and only use OpenXR. That does not allocate anything. I then try SteamVR and then it allocates 1.7kb in a background thread
You need to test this with a built player otherwise the editor keeps polluting the profiler
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