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motorsep
6 years agoStart Partner
UE 4.22 performance on Go / Quest ?
What's the consensus about UE 4.22 performance on Go / Quest ?
When I tried one of the later previews, performance was horrible with ES2 and ES3.1. Since there is no 4.22 release with current Oculus integrations on Oculus github, I assume the reason for it is not that Oculus is busy prepping for Rift S / Quest launch, but because 4.22 performs worse than 4.21.x.
Please enlighten me :)
When I tried one of the later previews, performance was horrible with ES2 and ES3.1. Since there is no 4.22 release with current Oculus integrations on Oculus github, I assume the reason for it is not that Oculus is busy prepping for Rift S / Quest launch, but because 4.22 performs worse than 4.21.x.
Please enlighten me :)
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- motorsepStart Partner@NinjaGaijin Any chance to get (semi)official response ? :blush:
- Anonymous
motorsep said:
What's the consensus about UE 4.22 performance on Go / Quest ?
When I tried one of the later previews, performance was horrible with ES2 and ES3.1. Since there is no 4.22 release with current Oculus integrations on Oculus github, I assume the reason for it is not that Oculus is busy prepping for Rift S / Quest launch, but because 4.22 performs worse than 4.21.x.
Please enlighten me :)As I posted already 4.22 has terrible performance on the Go. I'm guessing the same for Quest? I'm really hoping Oculus can fix this (or push Epic to fix it via a hotfix if their side) as there are lots of nice new 4.22 features I was hoping to use :)
I've only briefly tested on the Rift and it seemed ok there but my project is more mobile performance so probably wouldn't notice a drop in performance anyway. - motorsepStart Partner
aussieburgerVR said:As I posted already 4.22 has terrible performance on the Go. I'm guessing the same for Quest? I'm really hoping Oculus can fix this (or push Epic to fix it via a hotfix if their side) as there are lots of nice new 4.22 features I was hoping to use :)
I've only briefly tested on the Rift and it seemed ok there but my project is more mobile performance so probably wouldn't notice a drop in performance anyway.
https://developer.oculus.com/blog/understanding-gameplay-latency-for-oculus-quest-oculus-go-and-gear-vr/ check the "UE4 and RHIThread" part as it relates to 4.22
You can skip new rendering pipeline. Quoting from the discord:
r.rhicmdbypassrequires: r.rhithread.enable
I haven't tried it though. - Anonymous
motorsep said:
aussieburgerVR said:As I posted already 4.22 has terrible performance on the Go. I'm guessing the same for Quest? I'm really hoping Oculus can fix this (or push Epic to fix it via a hotfix if their side) as there are lots of nice new 4.22 features I was hoping to use :)
I've only briefly tested on the Rift and it seemed ok there but my project is more mobile performance so probably wouldn't notice a drop in performance anyway.
https://developer.oculus.com/blog/understanding-gameplay-latency-for-oculus-quest-oculus-go-and-gear-vr/ check the "UE4 and RHIThread" part as it relates to 4.22
You can skip new rendering pipeline. Quoting from the discord:
r.rhicmdbypassrequires: r.rhithread.enable
I haven't tried it though.
Hey thanks for posting!I tried both:r.rhicmdbypass 0&r.rhicmdbypass 1but no fix. Setting it to 1 did seems a few ms faster however still a few ms slower than 4.21 :(If I set r.rhithread.enable to any value other than 0 the app crashes on start(I'm setting them at runtime on begin play with the execute console command node. - motorsepStart Partner@aussieburgerVR Did you by chance report your findings to Oculus (using their bug tracker) ?
- Anonymous
motorsep said:
@aussieburgerVR Did you by chance report your findings to Oculus (using their bug tracker) ?
No I didn't yet - I'm just double checking it on the new oculus 4.22 branch first - Anonymousah I'm getting this crash on the oculus branch:will try to report the performance issue tomorrow.
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