Forum Discussion
Fredrum
8 years agoExpert Protege
SlateUI crippling my games' performance, only in VR.
Hello, I am currently spending some time looking at my games' performance and optimizing both cpu and gpu based areas. One thing that is currently driving me crazy is this SlateUI item from the ...
Fredrum
8 years agoExpert Protege
I would love to get the thought of someone at Oculus about this one.
After testing some more it seems like this is tied to the mirroring window output.
I created a new Unreal default VR blueprint project. Didn't change anything except a toggle to turn on and off vr mirroring with a blueprint command 'vr.spectatorScreenMode 0'.
I then ran the same cooked build eight times, alternating the on/off state of the vr mirroring output window, and getting a unreal editor GPU profiling output dump to the log file using Shift+Ctrl+comma.
I restarted the game inbetween each take, ie 8 times.
This is what I got and you can clearly see that the mirrored runs consistently get an ~3ms penalty.
(the runs without mirroring don't get a 'slate ui' item in the profiler output)
This is the same result as I am seeing with my main game project.
It's not good as it means that I can't have the mirroring it's just too crazy expensive. I don't see why it even should be it should just be using already an rendered image and displaying that in a window.
Cheers
Fredrik
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