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Anonymous
9 years ago[GearVR] 3D widget performance degregation in 4.17
There appears to be a oculus gearvr related issue in 4.17 involving 3D widget performance / rendering.
It would be great if someone from oculus could take a look because this issue does not occur on daydream and renders 4.17 useless: https://answers.unrealengine.com/questions/664617/gearvr-3d-widget-performance-degregation-in-417-pr.html
It would be great if someone from oculus could take a look because this issue does not occur on daydream and renders 4.17 useless: https://answers.unrealengine.com/questions/664617/gearvr-3d-widget-performance-degregation-in-417-pr.html
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- AnonymousAny updates here? Would love to do a 4.17 update to get 3D audio for our title
- AnonymousFYI: I also just tested the above example project with the Oculus 4.17 branch and it has the same issue.
- AnonymousStill no update here as how to fix? Seems to be GearVR only ...
- motorsepMember
aussieburgerVR said:
Still no update here as how to fix? Seems to be GearVR only ...
There is a bug report and it's marked by Epic to be fixed in 4.19 :s - Anonymous
imperativity said:
@motorsep
@aussieburgerVR
Sorry for the delay in this.
Our integration team is meeting with Epic today to address this issue. Hopefully have some news to share.
Any updates here from the meeting? - Anonymous
imperativity said:
@aussieburgerVR
Epic requested a copy of the project for their internal testing.
We also successfully reproduced the issue on the S8.
We are awaiting Epic's review at this time.
strange they needed a copy of the example project since they already have it as per:
https://answers.unrealengine.com/questions/664617/gearvr-3d-widget-performance-degregation-in-417-pr.html
&
https://issues.unrealengine.com/issue/UE-47946 - AnonymousI tried what this user posted here capping the FPS at 30FPS and the stutter is gone for the widgets:
https://forums.oculus.com/developer/discussion/57336/gearvr-stereoscopic-video-playback#latest
are widgets which I guess the media framework he is using only rendering at 30FPS? Eitherway it's no workaround as 30FPS is no good for vr... - AnonymousInteresting find! It was your AnswerHub question that eventually led me to the root of my problem too. So thanks for that!
So I just noticed that WidgetComponent's have a Timing Policy setting. By default, it's set to "Real Time". Have you tried setting it to "Game Time"?
There's also the Redraw Time setting. That seems even more promising! Maybe they could be used to fix your problem. - motorsepMemberI have my reservation about this being fixed in 4.17.x. Folks on Discord were posting notes from github about 4.18 VR fixes and this issues wasn't even addressed there.
- Anonymous
christian_svr said:
Interesting find! It was your AnswerHub question that eventually led me to the root of my problem too. So thanks for that!
So I just noticed that WidgetComponent's have a Timing Policy setting. By default, it's set to "Real Time". Have you tried setting it to "Game Time"?
There's also the Redraw Time setting. That seems even more promising! Maybe they could be used to fix your problem.
Hey thanks for the idea - I tried both settings but unfortunately they neither worked. the Timing Policy setting did not seem to change anything and setting the redraw time setting to 0.016667 (1sec/60) made it even worse :(
EDIT: I just tried setting the Redraw time setting to 1 and it appears much better. It still does a small judder on the widgets every 1 or 2 secs when moving around quickly however much better than before. Will try this in my real app later to see if it can be used as a workaround or not.
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