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artyom17
10 years agoExpert Protege
IMPORTANT! A critical perf issue found in Oculus Plugin 4.8
Hey guys,
Just a heads up, a critical performance issue was recently found in Oculus Plugin for UE 4.8 (the one that uses Oculus SDK 0.6.0.x). You may loose more performance than it is really necessary IF the variable r.FinishCurrentFrame is set to 1! Make sure r.FinishCurrentFrame is set to 0!
I've made a temporary fix in OculusRift plugin to set this var to 0 every time we switch to stereo and reported to Epic. You may get the fix from our github branch: https://github.com/Oculus-VR/UnrealEngine/tree/4.8 (commit e2bf766c45a1bd147e5da0eb6b9549c26db7d27c
Just a heads up, a critical performance issue was recently found in Oculus Plugin for UE 4.8 (the one that uses Oculus SDK 0.6.0.x). You may loose more performance than it is really necessary IF the variable r.FinishCurrentFrame is set to 1! Make sure r.FinishCurrentFrame is set to 0!
I've made a temporary fix in OculusRift plugin to set this var to 0 every time we switch to stereo and reported to Epic. You may get the fix from our github branch: https://github.com/Oculus-VR/UnrealEngine/tree/4.8 (commit e2bf766c45a1bd147e5da0eb6b9549c26db7d27c
3 Replies
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- opampProtegeThanks for the heads up Artyom17
- heshamProtegeLooks like Epic integrated it (https://github.com/EpicGames/UnrealEngi ... e59c8216f8). Hopefully will be in 4.9. Has anyone noticed any big performance improvements with this change? Is FinishCurrentFrame set to 1 by default or was that an option that not everyone would have had set?
- spyroExpert ProtegeHmm, makes no difference for me in 4.8.2. If I set this to 1 manually, performance goes down then up again if I set it to 0. When i tested this, it was also the default...?
spyro
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