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m_overrideMarkdownText: "## Optimizing Framerate\n\nDuring development, we balanced
framerate targets with visual fidelity, making tradeoffs to meet performance
and aesthetic goals. Static environments with baked lighting are usually preferred
for performance. However, the boat's movement and dynamic weather required us
to optimize real-time lighting and shadows.\n\n## Target Framerate Tradeoffs\n\nAchieving
a native 90Hz framerate was challenging. A 90Hz target allows only 11 milliseconds
per frame for processing logic, animation, physics, sound, and rendering. This
was difficult due to our extensive use of dynamic ocean, sky, time of day, lighting,
and shadows. Instead, we aimed for:\n- 72Hz natively (13.88ms per frame).\n-
90Hz with Application Space Warp (ASW), which improved visual quality, including
higher resolution textures, post-processing, and increased MSAA levels.\n\n##
Measuring Framerate\n\n### OVR Metrics Tool\n\nGathering performance data is
crucial for diagnosing and improving framerate issues. We used Meta\u2019s OVR
Metrics Tool (available on the Meta Quest store) to overlay detailed real-time
statistics about the game\u2019s performance. This helped us diagnose framerate
issues.\n\n![](./Images//OptimisingFramerate/Fig7.png)\n\nWe created a daily
build from the development branch, tested by QA the next morning. The recorded
playthrough was posted on a dedicated Slack channel. With the metrics overlay,
we could see framerate fluctuations, detect performance regressions, and track
frame spikes.\n\n**RenderDoc Meta Fork**\n\nFor diagnosing specific issues related
to individual draw calls, we used the Meta fork of RenderDoc to get frame timings
directly.\n\n![](./Images//OptimisingFramerate/Fig5.png)\n\n**Unity Profiler**\n\nThe
Unity profiler was invaluable for diagnosing CPU performance, although some calls
can be opaque, making it difficult to identify the actual problem.\n\n![](./Images//OptimisingFramerate/Fig2.png)\n\n**Frame
Budget**\n\nAiming for a 72Hz refresh rate gave us a frame budget of 13.88ms.
It's crucial to keep the game within this budget to prevent noticeable slowdowns,
which are problematic in VR due to potential comfort issues like simulator sickness.\n\n**Fixed
Costs**\n\nSome fixed costs per frame cannot be optimized or removed as they
are critical to the game\u2019s functionality. These include the Meta SDK for
device management, input, tracking, and PhaseSync.\n\n**Meta SDK**\n\nCertain
Meta SDK features are expensive, such as Inside Out Full Body Tracking and using
many grab points on an object. For instance, a large trigger volume intersecting
with an object containing multiple grab points (like the ship\u2019s steering
wheel) caused unexpected framerate drops. We removed the large trigger volume
to prevent intersection with grab points.\n\n**PhaseSync**\n\nPhaseSync, an automated
frame pacing solution by Meta, synchronizes frame delivery to reduce latency.
It works well when frames are delivered steadily. However, if framerate is unstable,
it overestimates wait time, causing delays before frames can begin processing
in Unity, worsening framerate issues. Consistently reaching the target refresh
rate improves game feel and responsiveness by reducing latency between user input
and frame rendering.\n\n## Low Framerate Causes and Solutions\n\nWe identified
several sources of frame spikes and implemented solutions:\n\n**Asset Loading
& Deserialization**\n- Preloaded required assets to avoid unexpected asset loading.\n-
Used object pooling instead of instantiating prefabs at runtime.\n\n**Expensive
Calls**\n- Avoided `FindObjectsOfType()` and `GetComponentsInChildren()`, replacing
them with Meta\u2019s [AutoSet](https://github.com/meta-quest/Unity-UtilityPackages/blob/main/com.meta.utilities/README.md)
attribute for asynchronous component gathering.\n\n**GameObject Activation and
Start/Awake Callbacks**\nThese callbacks can be expensive when objects are activated.
Disabled objects wait until first activation, causing in-game slowdowns. This
was problematic during asynchronous scene loading. We pre-loaded scenes for transitions
but scene activation was costly due to many objects/scripts. We used short fade-to-black
transitions during screen blackouts to conform to VRC requirements.\n\n**Expensive
Calls**\n\nSome Unity calls are expensive and should be avoided. They sometimes
appear in production code, including Meta SDKs.\n\n**Examples:**\n- `FindObjectsOfType()`\n-
`GetComponentsInChildren()`\n\nWe used the [Meta Utilities Package attribute](https://github.com/meta-quest/Unity-UtilityPackages/blob/main/com.meta.utilities/README.md)
`AutoSet` to gather components at build time for asynchronous deserialization,
making activation cheaper. For `FindObjectsOfType`, we used `Singleton` and `Multiton`
from the package.\n\n**GC Collection**\n\nAllocations are expensive and should
be avoided. GC Allocations appeared in various places. We avoided them by rewriting
code or ignoring small allocation amounts. Common patterns include using Unity\u2019s
NonAlloc versions of physics query functions, like `Physics.SphereCastNonAlloc()`.\n\n**Reflection
Probes and DynamicGI.UpdateEnvironment()**\n\nTo support dynamic environment
profiles, reflection probes and environment lighting (IBL) need updates. Calls
to `DynamicGI.UpdateEnvironment()` are expensive, as they are calculated on the
GPU and read back synchronously by the CPU, stalling both. We created an offline
editor tool to generate precomputed lighting data for all environment profiles.
This data is fed to `DynamicGI.SetEnvironmentData()` as needed, allowing seamless
environmental lighting interpolation.\n\nOriginally, we updated reflection probes
dynamically when lighting changed significantly, but this was costly. We created
a probe blending system to blend pre-baked start and end environment conditions
smoothly.\n\n## Shader Compilation\n\nNear the project\u2019s end, we noticed
frame spikes from shader compilation. Avoiding shader compilation required tracking
all shader variants used during gameplay and pre-loading them during load time.
Unity allows tracking shader variants in the editor and saving them to a ShaderVariantCollection
asset. However, differences between editor and build and between platforms make
it difficult to gather a trusted list of shader variants.\n\n![](./Images//OptimisingFramerate/Fig0.png)\n\nAnother
build option logs all shader variants loaded in a build.\n\n![](./Images//OptimisingFramerate/Fig4.png)\n\nCombining
this with LogCat after a full playthrough, we obtained an accurate list of shader
variants used by the game.\n\n![](./Images//OptimisingFramerate/Fig6.png)\n\nThe
raw output looks like this:\n\n![](./Images//OptimisingFramerate/Fig1.png)\n\nWe
wrote an editor script to process this file and create a ShaderVariantCollection
for loading during game initialization. However, this did not fix the frame spikes.\n\n**PSO
Creation**\n\nModern graphics APIs, like Vulkan, render many draw calls with
little overhead. However, each unique shader and graphics state combination requires
device-specific preprocessing and optimizations at the driver level. Complex
shaders can take significant time, up to 500ms. Worse, it\u2019s not just each
shader variant but the combination of shader variant and pipeline state. Vertex
attribute layout and render target can trigger new PSOs, causing frame spikes.\n\nUnity
6 can record and cache all PSOs during gameplay, distributing them with a build
and pre-loading at startup. We used Unity 2022.3, so we created our own solution.
We wrote a pre-warmer to force Unity to generate all required PSOs by combining
the shader variant list with known mesh attributes, lighting, light-probe, and
render target combinations, rendering them as a 1-pixel triangle outside the
player\u2019s view during the loading screen.\n\nThis process was slow initially,
taking about a minute, but became almost instant due to Unity\u2019s internal
PSO cache. We later bundled this cache with builds, though it may become invalid
after firmware updates.\n\n## Sustained Low Framerate\n\nSustained low framerate
occurs when the frame budget is exceeded each frame, due to CPU or GPU timings.
If excessive CPU time causes this, it's called CPU bound. If the GPU is the cause,
it's GPU bound. In our project, both CPU and GPU have been bottlenecks at different
times, depending on the resources needed to render a frame.\n\n**Script Callbacks
\u2013 CPU**\n\nScript callbacks are executed at predefined points during the
frame, sequentially on the main thread. This means the frame processing speed
is limited by the main thread's completion time. While some rendering tasks can
run in parallel on separate threads, they eventually must wait for the main thread.
Therefore, we must manage our single-threaded code budget carefully.\n\n_Examples:_\n\n-
Update / LateUpdate\n- FixedUpdate / OnTriggerStay / OnCollisionEnter\n\n**Physics
\u2013 CPU**\n\nManaging physics was straightforward by avoiding too many complex
dynamic objects or dense mesh colliders. More simulated objects and colliders
increase physics costs. Collision and trigger script callbacks also add overhead
and should be minimized.\n\nSimulation and collision detection are multi-threaded
via PhysX, but queries like Physics.SphereCastNonAlloc() still block the main
thread. For the rope system, we used OverlapSphereCommand in Burst jobs.\n\n**Burst
Jobs - CPU**\n\nWe used Unity Burst Jobs to enhance performance in key areas
like rope physics and ocean simulation. These jobs run on worker threads, freeing
the main thread for parallel tasks.\n\nTo maximize the Job System, we start jobs
at the beginning of Update() and complete them at the end of LateUpdate(). This
allows jobs to run on worker threads without blocking the main thread.\n\n**Render
Thread - CPU**\n\nReducing active game objects by merging meshes and materials
kept the render thread efficient.\n\n**Rendering \u2013 GPU**\n\n![](./Images//OptimisingFramerate/Fig8.png)\n![](./Images/OptimisingFramerate/Fig3.png)\n\n*Comparison
of the same shader before and after optimization. Green is faster.*\n\n## Rendering
Optimizations\n\nRendering optimizations could fill an entire article, but here
are some key actions we took:\n\n**Shader Instructions**\n\nA central shader
node (WavesDefaultShader) handles texture data unpacking, weather features, object
highlights, and more. This centralization allows for feature optimization and
scene rendering tweaks. However, not all shaders need these features. We created
several optimized master shaders for common feature sets, and a Material Editor
facilitates easy shader switching to include only necessary features.\n\n**Reducing
Quad Overdraw**\n\nVertex processing is a minor part of GPU time in this game.
However, small triangles from highly tessellated meshes, MSAA use, and rendering
each triangle twice (once per eye) cause significant quad overdraw. We reduced
triangle counts and ensured efficient triangulation. Mesh LODs also help reduce
quad overdraw by lowering triangle counts for distant meshes.\n\n**[URP Modifications](URPModifications.md)**\n\nTo
optimize the device, we made minor URP code modifications. We replaced the Unity
BRDF with a more accurate approximation, improving lighting on shiny surfaces.
Shadowing improvements reduce shadow reception overhead and improve shadow texel
density. Some MSAA targets were switched to non-MSAA for efficiency. Rotating
reflection probes enhance reflection realism as the ship moves.\n\n**[Ocean LODs](OceanSystemDesignAndImplementation.md)**\n\nA
quadtree is generated around the camera, with deeper subdivisions nearby. An
8x8 vertex ocean tile is drawn across each leaf node. To stitch tiles with neighbors,
many tiles with varying edge tessellations are generated and selected to match
edge vertices. Ocean displacement scales to 0 at the quadtree edge, with an ocean
skirting mesh extending to the horizon.\n\n![](./Images/OptimisingFramerate/Fig9.png)\n\n###
Relevant Files\n- [QuadtreeRenderer.cs](https://github.com/meta-quest/Unity-UtilityPackages/blob/main/com.meta.utilities.environment/Runtime/Scripts/Water/QuadtreeRenderer.cs)\n\n**[Shadow
Importance Volumes](ShadowImportanceVolumes.md)**\n\nBy default, shadow maps
cover the camera frustum, extending the far plane to the maximum shadow distance.
The wide FOV (90 degrees or more) in VR means this range is large, often containing
only ocean or sky. Shadow Importance Volumes let designers specify surfaces needing
shadow coverage, clamping the shadow map projection to this space.\n\n**URP Configuration**\n\nSeemingly
minor URP configuration options can greatly impact scene rendering performance.\n\nTile-based
GPU architectures benefit from keeping resources in tile memory. Configuring
Depth Texture Mode as After Opaques ends the render pass to copy the depth buffer
to main memory. Setting depth as After Transparents defers depth resolve until
scene rendering finishes.\n\nSetting Post-processing Grading Mode to High Dynamic
Range allows Unity to bake tonemapping into the Color Grading LUT, removing the
tonemapper from the post-process pass.\n\nTo improve performance and control
reflection probe sampling, probe blending is disabled, and probes are manually
assigned to meshes. Each deck has its own Reflection Probe, and props on that
deck sample the same probe.\n\nUnity supports Light Layers for light filtering
within shaders. This feature's cost is minor, but since it's unnecessary and
increases shader variant counts, it was disabled.\n"
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