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BlueByLiquid's avatar
BlueByLiquid
Honored Guest
11 years ago

Arbitrarly limited framerate

I have tried everything but I seem to get about 35-37 fps when I enable stereo for the dk2 in ue4. It doesn't seem to have anything to do with level complexity or game settings. It is still always that range. The machine I'm testing on has a half decent gpu on this machine, GTX760. Actually I have two GTX760s but I have sli disabled.

I have tired disabling vsync with no change. (See update as I do get a change with HMD vsync turned off)

I have tried doing hmd sp 100 but any time I run that command the rift locks up and requires the game to be relaunched.

I have tried settings all at their absolute lowest. This improves my framerate drastically and I'm up to 175+fps but still when I turn on stereo it goes back to 35-37.

I have tried changing settings on the fly.

I have tried couch knights and no difference between that and an empty scene it is still in that general 35-37 fps.

I am getting so frustrated. Any suggestions? I have the latest nvidia drivers but have even tried reverting back to the previous ones with no change. Obviously something is limiting it.

Oh has anyone noticed that you sometimes have to launch a game 2-3 times to get it to display in the Rift in ue4?

Specs and info:
CPU 4790k
GPU 2xGTX 760s (not in sli)
Unreal Version: 4.4.3
Oculus SDK 0.4.2
SSD

UPDATE: I didn't know the HMD had its own vsync option so I was using the regular one. So I ran hmd vsync off and I get 100+ fps never dipping below 75. In fact this is an almost empty scene so it is far about 100fps. I tried hmd vsync reset with no difference though I'm not really sure what that does. It seems odd that it doesn't dip below 75 with the sync off. Is there something funny about the vsync that could make it take over 70+fps off my framerate?

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  • this appears to be an issue with the vsync. If I disable vsync I get at least a 3x frame rate increase and it is always over 75fps. This doesn't seem to make sense.

    1. Why would enabling vsync reduce my framerate so low when I am always going over 75fps
    2. Why would I be getting a significant amount over 30fps if it was actually vsyncing?
    3. Anyone got an idea on how to fix this as I can't do anything with the fps so low and certainly can't with vsync off (headaches because of the vertical refresh panel)
  • itypo's avatar
    itypo
    Honored Guest
    I'm having the same thing, low fps 25-35 bouncing around, turning off vsync doesn't seem to work!
  • "itypo" wrote:
    I'm having the same thing, low fps 25-35 bouncing around, turning off vsync doesn't seem to work!


    There are a lot of things to try for your case. Mine seems to just being tied to vsync. You might check out the ue4 forum as they have lots of posts about how to increase the framerate.
  • Just want to make sure your aware of a few things,

    1 )The scalability settings in the editor have no effect on a standalone game.
    You Have to change these yourself via blueprint with console commands.
    (or download an install the scalability plugin).

    2) Additionally, if you change from a windowed non vr game to a vr game all settings revert back to Epic.

    3) there is currently a bug with hmd SP from the console which will freeze the screen. turn your rift off then back on again and the rift wil come back to life with the new SP applied.

    4) turn of the mirror with HMD MIRROR and gain another 20fps.

    5) Post-Processing effects in VR are painfully expensive. Apart from AA turn them all off.

    If your all ready know all that then Im stumped.
  • @opamp,

    Thanks for the info. It sounds like you and me are having fun with all these bugs. I have been looking around and can concur all those things help when hmd vsync is off but not when it is on. I have tried most of these setting but I think I have finally figured out the issue! Will post next:
  • So I have finally found the issue to several problems. ARRRGGHHH!

    It seems that Actual Multiple Monitors is having some conflict specifically with the rift vsync. Killing that software makes unreal work as TJ has described below.

    I posted the below in a couple of my issues as AMM seems to be having a conflict.

    The Actual Multiple Monitors product is pretty sweet (adds taskmanager AND start menu to each monitor and only displays windows on the task manager for the monitor they are on. I have become to rely on it for using multiple monitors as the other solutions don't work as well and none add a second exact copy of the start menu. and other items. here is there site: http://www.actualtools.com/multiplemonitors/ While there site looks pretty crappy their products are very good.

    I will submit a ticket with them on the issue as well. It would be interesting to see what the conflict is. I'm guessing both the oculus SDK and AMM talk to windows at a very level so maybe they are walking on each others toes.

    You guys might make a note as many developers I know use AMM for multi-monitor setup so they will likely have similar issues.