I’m having an issue with drawing modes within the VR runtime. I call it drawing modes, but I haven’t seen it documented anywhere, I’ve noticed at least two modes using VR inspector with Eevee:
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Unlit scenes: render a full field of view at a lower bit depth, but a medium to high frame rate. This is suitable for viewing the model and showing others.
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Lit scenes: renders a smaller field of view, at a lower frame rate, with the benefit of a higher bit depth and a full lighting. This is “ok” as long as you hold your head still, which is not great in VR, I’ve only used it a couple times.
These two modes seem reasonable, given the task of connecting my Quest 2. And Mode 1 is really all I need.
My Issue: I wanted to make some non-VR shots that were well lit, but I noticed that rendering performance wasn’t great with lighting on, so I went into render settings and began tweaking things (unrelated to VR, I thought) and improved both the appearance and performance of the lighting, I cut down the number of lights in the rooms as well to improve performance, but after I had done that I went back to the unlit scene in VR, and found the field of view low and frame rate sluggish, like in mode 2, even though the color bit depth was low like in mode 1.
I don’t know if this is a bug, I don’t know what settings affected this, I loaded a previous file and found that it played in what I’m calling mode 1 just fine, so I don’t think my network connection changed. It’s odd that changes I made to increase performance in one non-vr situation would reduce performance in VR, so I really don’t know.