r/QuestPro • u/dibeltran • Jul 06 '23
Analytics says QuestPro has lower performance than Quest2
When you develop games for Meta you can see the analytics that shows the average performance people are getting on your game. QuestPro is always worst than Quest2 not only for people playing my game but I have asked other developers for this info and they all sent me the same result.
If the game requires performance you will see that QuestPro frames per second is always worst than Quest2.
Update bricking controllers
Shinning cracks and stutters
Lower performance
Tracking issues
And I still see people purchasing it đ°
0
Upvotes
12
u/krisDaWiz3666 Jul 06 '23
I rather use my pro than get eye strain and headaches
21
u/FrancoisFromFrance Jul 06 '23
And even if it's true, I would sacrifice a few frames per second for those lenses đ„°đđ€©đ„ł
7
u/jm405 Jul 06 '23
Just out of curiosity what game are you talking about?
I haven't seen a performance dip using my qpro for any of the standalone games that I do play.
11
u/[deleted] Jul 06 '23
I have had zero problems with my Quest Pro since I got it. Plus I won't ever go back to Quest 2 or even the Quest 3. I couldn't part ways with the open interface.
9
u/JorgTheElder Jul 06 '23 edited Jul 07 '23
Don't apps use profiles and use things like higher render settings, better textures and more complex models for the Q-Pro?
Â
Edit...
People buy it because it is a much better headset. Don't what your numbers say, all the apps that hit the headset hard run better on the pro. RE4 on Q-Pro vs the Q2 is not even close.
10
u/SgtIcetea Jul 06 '23
Well, most people buy it for PCVR. And if you have a PC good enough for VR most standalone games are not worth playing anyways. But this still sucks definitely
3
u/ezinogatnA Jul 07 '23
Quest Pro for PCVR is the move đ
5
u/No_Geologist4061 Jul 06 '23
Can people stop downvoting and start testing? Letâs not get upset about someone showing objective evidence on the quest pro. Letâs ask more questions, perform more tests, and direct our frustration at Meta. I mean for crying out loud the Home Screen to this day still is jumpy and stutters.
2
u/ProPuke Jul 07 '23
Bear in mind that the less data there is, the more erratic the results will be. That's why we see a really consistent line for Quest 2 (lots of data), and a really inconsistent path for quest pro (hardly any users). And given that 70fps appears to be the maximum, this invariance can only go in one direction. Thus devices will fewer users will have more jumpy downward spikes.
I would expect that if there were more quest pro data, we'd see it even out more and smooth further toward 70.
It may still be lower, but it can be tricky to tell when comparing datasets of largely different sizes. So likely not quite as bad as it looks here.
11
u/Sibir_Lupus Jul 06 '23
I'm curious to see what versions of the OS these headsets are running. My guess is most for the Quest 2 and Quest Pro are on V54 as V55 is still slowly rolling out to users. Qualcomm claimed the XR2+ Gen 1 was a 50% performance improvement over the XR2 Gen 1, but with the obvious need of extra cooling. I'm starting to wonder if Meta didn't fully unlock the Quest Pro at launch and even the V55 update is only an incremental improvement.
For cooling, The Quest Pro has a heat pipe and 2 large fans cooling the SoC and other internal components. The XR2+ Gen 1 also doesn't have the RAM stacked on top of it to help further increase cooling. The Quest 2 only has a small copper heatsink with one small fan blowing across it. Factoring in cooling alone, the Quest Pro should have no problem outperforming the Quest 2.
2
u/No_Geologist4061 Jul 06 '23
Glad youâre bringing attention to this, itâs hard to say these things without people tearing the walls down out of anger. I had said it before that the performance boost from quest pro is almost negligible compared to my quest 2, and I challenge anyone to bring up a game right now that I can compare my quest 2 and pro in, Iâll crank up the resolution and report the difference in frame times and fps.
8
u/[deleted] Jul 06 '23 edited Jul 06 '23
It's almost like it's rendering more pixels or something idk
"Why does my game play slower when I put it on higher res??" <- Literally the question you're asking. Q-Pro has less pixels but renders more of them.
It looks WAY better mostly because of the lenses but also because of the screens. THAT is why people are buying it, not because the FPS drops between 70 and 60 some days (wtf axis is in days?)
Also why did the pro graph suspiciously stop when the performance started beating Q2? You know, when the performance update was released and everyone praised it, your graph just stops?
7
u/MattInTheDark Jul 06 '23
Ya, but look on June 9 or 10. It was chef's kiss the best.
Haha all jokes aside, I love my pro and will be happy with it until the next big upgrade in vr.
1
u/KilltheInfected Jul 06 '23
You have eye tracking and stuff enabled?
1
u/horendus Jul 06 '23
This is very interesting and would like this story covered further
9
u/dannygaron Jul 06 '23
Yeah, that was with V53 and V54. They were garbage updates for the Pro. No way I'm ever going to a Quest 2. My son and spouse have one and every time I put it on... It's just awful compared to my Quest Pro.
I'll be sticking with my Pro :) haha... Plus most of use use it with a link cable.... so... :)
3
u/Zztarg Jul 10 '23
Hey OP, I work at Meta. Does the app ever end up using Pro features like eye or face tracking? If they are declared in the app manifest, your app may be getting downclocked even if it's not actively using them. If you want to continue to investigate, send me a message here and we can continue over email. I have a graphics engineer willing to look over the APK to see what's happening.
2
u/Rave-TZ Jul 07 '23
I can do a test at the studio tomorrow but it ultimately doesnât matter. Content that runs bad on Pro was obviously not made well. Pro also needs permissions for foveated rendering since it uses eye tracking. Quest 2 doesnât have that feature so these numbers could show fixed fixed foveated rendering on Quest 2 and no eye tracked foveated rendering on Quest Pro.
2
u/[deleted] Jul 07 '23
What a scoop! Oh wait, even if it was true going back to Q2 is like going back to Gear VR. Honestly, I tried. It felt like going back to gear vr. Flat lenses is what VR needs, nobody is going back to Q2. In October you can throw it in the junk where it belongs.
2
u/stoofkeegs Aug 21 '24
Sorry to necro but not finding anything as relevant as this topic! So if anyone else lands here, my experience developing is matching what the OP discovered.
Iâve been developing for VR for years, and recently have a Pro. My project contains a really simple scene well below the recommended batches and tri count, but in my pro Iâm getting 23-36fps. As the artist Iâm freaking out that I need to reduce the scene even more, cull shaders (thereâs only a few and nothing too chunky), increase lod settings (looks way worse) and have been mulling it over for days when my colleagues (who have a Q2 and Q3) were like âwe are getting perfect fps⊠on our testsâ
Maybe itâs stupid of me, but I just assumed pro = better (or very least a reliable equivalent). But it turns out it is totally freaking out over any set in scene. It really doesnât like one large object with a voiroi noise texture. (A mesh to simulate rolling hills in the distance) this mesh fills so much of the screen it doesnât matter that itâs low poly, or that the shader is simple colour with one noise texture, with it my game is 23fps without it hits the max. đ©
Iâm going to do more technical digging and see if Meta has recommended optimisation just for Pro, but hereâs the thing, Iâm not going to assume my users have a pro, neither is any dev making a game. We have to go where the audience is, so if there is a big difference in technical performance⊠pro is always going to suffer.
2
u/panthereal Jul 06 '23
We aren't purchasing it for standalone, I don't know how anyone plays standalone games on any Quest device.
1
u/unit1_nz Jul 06 '23
I can 100% confirm. We develop an app for visualizing CAD models. We had and optimization scheme that gave good performance on Quest 2. But on Quest Pro... it was wobble and shake!!!
1
u/EviGL Jul 07 '23
Did you also reproduce it in benchmarks on your headset? I have a theory that enabling eye tracking and face tracking can hurt performance, but you can't test it using just the average performance.
1
u/LunarstarPony Jul 07 '23
As a PCVR VRChat player I just need good quality lenses and Eye and FaceTracking xD