Forum Discussion
andrewtek
9 years agoMHCP Member
[GearVR-SOLVED] No problem hitting 60 FPS, Still not smooth
Hi All,
I am trying to figure out what I am doing wrong. Specifically, I have a very simple map comprised of a floor, a ceiling and some pillars. These are all static meshes and their materials are set up as unlit. When I check the FPS, I am getting a solid 60. However, when I turn my head, the world seems to have strobing/ghosting.
At first, I thought this was due to having too much contrast between the material and the background. But, after changing colors to have very little contrast, I am still seeing the world strobing/ghosting when I rotate my head.
Is there something I should be doing to get smooth movement? Some settings I need to set, or some post process thing I need to disable?
Is there a sample GearVR project for UE4? It would be nice to have such a project for sanity checking purposes.
Thanks!
Oh, in case it matters, I am using UE 4.10.4.
EDIT: I got this working by switching to UE4.11.preview 7.
I am trying to figure out what I am doing wrong. Specifically, I have a very simple map comprised of a floor, a ceiling and some pillars. These are all static meshes and their materials are set up as unlit. When I check the FPS, I am getting a solid 60. However, when I turn my head, the world seems to have strobing/ghosting.
At first, I thought this was due to having too much contrast between the material and the background. But, after changing colors to have very little contrast, I am still seeing the world strobing/ghosting when I rotate my head.
Is there something I should be doing to get smooth movement? Some settings I need to set, or some post process thing I need to disable?
Is there a sample GearVR project for UE4? It would be nice to have such a project for sanity checking purposes.
Thanks!
Oh, in case it matters, I am using UE 4.10.4.
EDIT: I got this working by switching to UE4.11.preview 7.
11 Replies
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- motorsepStart PartnerCould you please post a screenshot showing 60 fps? I've been told by several people they have solid 60 fps , but when I ran their projects I had only 58 fps and 17 ms render time.
- andrewtekMHCP Member
- motorsepStart PartnerI see. I use standard materials (all rough though), textures and lightmaps. I wonder if it's the issue with UE4 that prevents hitting 60 fps.
- andrewtekMHCP MemberThe problem I have is that the edges of objects strobe as I turn my head. I am pretty sure it is not a framerate issue since I am maintaining 60fps. So, what am I missing?
- motorsepStart PartnerNot sure, but you can try my project and see if you get the same issue in it:
https://drive.google.com/open?id=0BwE6d ... XZzWFBOUFU
I don't recall having such issue. - andrewtekMHCP MemberThanks motorsep. I did a build of your project and pushed it to my S7Edge/GearVR. I see the same issue. Essentially, when I turn my head, instead of a smooth rotation, the edges of everything blur and ghost.
Perhaps I need to use an earlier version of Unreal Engine? - motorsepStart PartnerI use 4.10.4 and S6, so I am not sure whether it's S7 or UE4 issue. Could be both.
What fps do you get with project? - andrewtekMHCP MemberI actually got 60FPS on your project most of the time. It would dip into the 40s/50s occasionally depending on where I looked.
I am wondering if you and I are actually experiencing the same thing, but I am not describing the symptom well enough. Perhaps what is pulling your framerate down is what is giving me the stutter/jitter/ghosting/strobing. Considering that my test environment is made up of less than 1K triangles and uses 3 unlit materials - I cannot think of anything else to cut out.
Interestingly, GunJack is an Unreal Engine game, and it works perfectly. Every other game I have tried from Oculus Home works great as well. That tells me the issue is not with the device or Unreal Engine as a whole. It has to be something related to the version of Unreal Engine or the build process.
I know that Cybereality uses Unreal Engine. Perhaps he might have some insight into what is going on. Or perhaps a UE4 version recommendation. With everyone at GDC and the consumer Rift launch happening in 11 days, I imagine the Team Oculus forum members are a tad busy. - motorsepStart PartnerHmm.. "fun". For me, I get 58 fps rock solid in my project and no dips no matter where I look.
- andrewtekMHCP MemberWell, it stayed around 60. The dips might have been due to me not shutting everything else down. I normally keep the S7 in "Do Not Disturb" mode when testing, but forgot to do this before running your APK.
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