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CoooperRift's avatar
CoooperRift
Honored Guest
9 years ago

Performance in VR suddenly very bad

Hello,

since a little while ago some VR applications run very jittery on the Oculus as compared to normally.

Background Info:

I am developing VR experiences in Unreal Engine and so far they all ran very well on the Oculus, noticably smoother than on the Vive. But now the same applications are very 'jittery', now much worse than on the Vive and I don't know why. I am using packaged VR projects to trouble-shoot this, so these applications have not changed between 'all good' and now.

More Details:

First I tried all sorts of things within UE as I thought it was to do with an update from 4.15 to 4.17. But as the tests with those existing applications showed it must be related to something outside of UE (I guess).

The 'jitter' is mainly noticable when turning the head. It looks like linear movement and teleporting are ok, but it's hard to say as I can't keep my had still when trying to do a strictly linear motion :-)
Therefore I looked at ASW for a bit and tested the different modes (ctrl+1 / ctrl + 2 / ctrl + 3 / ctrl + 4) when in-game but that did not really make a difference.

Also, in some applications the jitter only starts after a few seconds.

Testing the same applications on two other machines suggests that it is a PC-specific issue: On one high-powered machine the application runs smoothly and also on a just-above-minimum-spec PC it runs quite well.

I found performance profiling within UE and using the Oculus tools very hard to get familiar with so I do not have any valuable information from that at the moment.

VR games (Arizona Sunshine and Robo Recall) seem to run just fine.

Do you have any suggestions for how I should go about fixing this issue? I don't know what to try next.



5 Replies

  • Afterthoughts:

    Other people appear to have the similar problems, being expressed in numerous other threads in the forum. From what I gather the only potential fixes that are mentioned are the following (although they do not indicate that it is the same problem in all cases or that the problem is fully understood):

    remove the graphics card hardware and re-install from scratch:
    https://forums.oculusvr.com/community/discussion/57621/i-downloaded-nvidia-driver-385-41-now-getting-bad-performance

    execute this console command: "com_fixedTic 1"
    https://forums.oculusvr.com/community/discussion/50405/anyone-experiencing-bad-doom-vr-performance

    I don't think the console command is a proper solution in my case.
    Also, unfortunately I can't pin any specific (update) event to the point in time at which my problem started, so If I could get some help narrowing down the issue before I start taking my laptop apart would be great :-)

  • pjbue's avatar
    pjbue
    Honored Guest
    Same here. Developing in Unity. Serious performance slowdown recently.
  • Hi pjbue,

    what have you tried so far to sort this out?

    I just added "open up the PC and clean the cooler" as I found discussions on how the CPU may get throttled back when getting too hot causing the problem. Running HWMonitor while in VR I do see the clocks drop from 3900MHz to some 2000MHz, but I am not sure if this is related to the problem.

    So far I have not had the need to seriously profile performance issues and as a novice in this area I find this a VERY tricky topic.

    I'll keep at it, though.

    Anyone else: please let us know if you have got further ideas.
  • More clues, maybe:

    Machine 1 (the one I am having problems with)
    CPU: Intel Core i7 6700K   4GHz
    GPU: NVIDIA GTX980M
    RAM: 32GB

    App Framerate: 23fps
    Performance Headroom: -300%
    CPU clocks during VR: drop to 1795MHz

    Machine 2 (reference)
    CPU: Intel Core i5 3350P    3.1GHz
    GPU: Radeon RX 480
    RAM: 10GB

    App Framerate: 30fps
    Performance Headroom: -200%
    CPU clocks during VR: drop to 3100MHz

    Both machines run on the 'high performance' power plan.