Forum Discussion
Fredrum
10 years agoExpert Protege
Runtime 0.7 much slower than 0.6 for UE4
Hi,
I just upgraded my setup to Oculus Runtime 0.7.0 (Win8.1) and now all my UE4 setups are running much slower and not hitting 75fps any longer. These are simple scenes that were running just fine before this update. I had taken out all/most post processing from them and they were otherwise very basic.
I tried upgrading the Nvidia driver to the recommended match but it ran just as badly as before I did.
Same thing happens in both UE4.8 and 4.9 scenes.
Is this something which is known? Is there a fix or should I revert?
Cheers
Fred
EDIT: I reverted back to Oc runtime 0.6.0 and my previous Nvidia driver (347.52) but did not get rid of the problems. Frustrating as it was all working fine this morning but now all scenes ghost or judder.
EDIT2: Strangely I have in Mono view GPU usage of 8.3ms, but in VR mode 25ms! Why 3 times as much?
I just upgraded my setup to Oculus Runtime 0.7.0 (Win8.1) and now all my UE4 setups are running much slower and not hitting 75fps any longer. These are simple scenes that were running just fine before this update. I had taken out all/most post processing from them and they were otherwise very basic.
I tried upgrading the Nvidia driver to the recommended match but it ran just as badly as before I did.
Same thing happens in both UE4.8 and 4.9 scenes.
Is this something which is known? Is there a fix or should I revert?
Cheers
Fred
EDIT: I reverted back to Oc runtime 0.6.0 and my previous Nvidia driver (347.52) but did not get rid of the problems. Frustrating as it was all working fine this morning but now all scenes ghost or judder.
EDIT2: Strangely I have in Mono view GPU usage of 8.3ms, but in VR mode 25ms! Why 3 times as much?
2 Replies
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- FredrumExpert ProtegeOk so I went back again to 0.7.0 and the new Nvidia driver and I also upgraded my project to UE4.9.
This now seems to run ok, almost as well as before. The performance issues seem to mostly have to do with the lighting in my case. It seems like I can only have two lights, one of which cast shadows. If I add a third non shadowing one it pushes the GPU usage over the needed 13ms (and it will be tighter later to match 90fps).
I need to read up more about light setups and possible optimizations there. Though I really want at least one interactive shadow light as I think that really adds to the immersion and feeling of 'realness'.
Also I am running on a GTX 660 which is getting a bit old. I'm just thought that I wanted to aim for getting it to run on low spec machines too. But I am wondering now if it would be more realistic to aim for something closer to Oculus' recommended specs.
Cheers
Fred
EDIT:
seems I'm not going crazy,
https://forums.unrealengine.com/showthr ... th-0-7-0-0
https://forums.unrealengine.com/showthr ... ht=shadows - owenwpExpert ProtegeEven the Nvidia 7 series has a lot of trouble with realtime lighting with vr in UE4, even if you keep the lights small and sparse. Moving to a 9 series was like night and day.
If you want to target lower than recommended spec hardware then UE4 isn't going to give you much headroom.
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