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barryzundel's avatar
barryzundel
Explorer
12 years ago

Major Judder in UE4 with DK2

Hey everyone! I posted this in the Unreal Forums and wanted to post here also to see if anyone here might know of a solution.

I've been working on a demo in UE4, and we are using the DK2 to visualize it. I have been getting REALLY bad judder for a while now, but mostly when turning your head in the rift. I thought it may be my level, so I created a new FPS project with no demo content, opened it up, ran the stand alone, and hit Alt-Enter, and I'm still getting REALLY bad judder. I've seen that others have been experiencing this too, but I haven't seen any solution. Here is what my system setup is like:

Toshiba Qosmio Laptop
32 GB RAM
NVidia Geforce GTX 770M 3GB VRAM
Intel Core i7 4700MQ @ 2.40GHz
Unreal Engine 4.5.1
DK2
Oculus Runtime/SDK v 0.4.3
Oculus Firmware 2.12
Oculus plugged directly into HDMI, and 2 USB 3.0 ports for tracing camera
Realtime turned off in editor, and viewport set to wireframe
Standalone viewport on laptop has no judder, just inside of Rift

With this setup, I'm at a loss as to why when I open the simple FPS start level, I'm getting 24-30 fps and VERY bad juddering when turning my head. If I hold my head still, everything runs really smooth. Looking around it's so laggy it's unusable. If I run the demo scene from the Oculus Config Utiliy, I get silky-smooth movement. When I run the Tuscany demo, I only get 24-28 fps. If anyone has suggestions, it would be great help! I'll see if I can upload a video of the issue to show the problem. Thanks!

1 Reply

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  • I take it youve allready read through the Unreal 4 subforum and are already playing with things like,

    sg.postprocessquality
    sg.effectsquality
    sg.antialiasingquality
    sg.shadowquality
    and 'hmd sp'

    as well as limiting the amount of stationary/dynamic light in your scene.

    Assuming youve tweaked all of those the only other thing that made a massive difference for me was disabling hardware culling with 'r.hzbocclusion 0'