Forum Discussion
Alesh
12 years agoExplorer
Unreal Engine 4 Rift framerate issues
Hi, sorry for spamming this post on two forums. Unfortunately we don't have a dedicated UE4 thread yet. Just want to improve my chances of somebody with a solution stumbling upon it.
I seem to have an issue with framerate when launching my scene in the Rift. The scene that I'm running is just a simple default 2 chair + table with sky scene when you open UE4. But it doesn't really matter, the issue is the same with more complex scenes. So I launch the scene, which gets opened in a separate window and I get 30FPS, which is not so good, but it makes sense since I'm still running UE that I launched from in the background. As soon as I close it, the framerate jumps to 60FPS. So far so good. Now the problem comes up when I go fullscreen on this window with the Rift turned on. It switches to side by side stereo Rift mode as it should, but now my framerate drops down considerably to about 23-27 FPS (regardles of complexity of the scene). If I go fullscreen without the Rift the framerate stays at 60FPS. This is most likely something that has to do with the implementation of the Rift drivers so I was wondering if anyone came up with the solution for this problem. Just to let you know that I have a high end graphics card (MSI HD7990) that is able to run Crysis 3 on highest settings at 60FPS without breaking a sweat, so horsepower is not the issue here.
I will be grateful for any kind of help on the matter. Even if you can just confirm if you're having the same issue or not would be great. Thank you!
I seem to have an issue with framerate when launching my scene in the Rift. The scene that I'm running is just a simple default 2 chair + table with sky scene when you open UE4. But it doesn't really matter, the issue is the same with more complex scenes. So I launch the scene, which gets opened in a separate window and I get 30FPS, which is not so good, but it makes sense since I'm still running UE that I launched from in the background. As soon as I close it, the framerate jumps to 60FPS. So far so good. Now the problem comes up when I go fullscreen on this window with the Rift turned on. It switches to side by side stereo Rift mode as it should, but now my framerate drops down considerably to about 23-27 FPS (regardles of complexity of the scene). If I go fullscreen without the Rift the framerate stays at 60FPS. This is most likely something that has to do with the implementation of the Rift drivers so I was wondering if anyone came up with the solution for this problem. Just to let you know that I have a high end graphics card (MSI HD7990) that is able to run Crysis 3 on highest settings at 60FPS without breaking a sweat, so horsepower is not the issue here.
I will be grateful for any kind of help on the matter. Even if you can just confirm if you're having the same issue or not would be great. Thank you!
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- OlivierJTExplorerWell, I didn't spent much time yet with UE4, but last time I launched a scene (the Reflection on)
It nearly killed my system ! Very strange indeed as my system is (was) a beast.
2 intel Xtreme proc and a GTX 690....
when launching "play on pc" Unreal Ed was still on top and the game was running fullscreen behind it. I got a system paralysis with maybe around 1 frame every 2 seconds......
So yeah, there are still some issues it seems with UE4... (form my pov of course) - heshamProtegeI wonder if this will be fixed in a codedrop soon. Oculus has been demoing UE4 demos with positional tracking and people seemed to think it was silky smooth, so either they have even more powerful cards or its possible the version we have isn't using the 0.3 SDK and doesn't have the optimizations that went in when they integrated it for the demos. Hopefully we'll find out soon enough. I too was surprised at the huge framerate drop, barely able to hit 30fps on even the simplest UE4 test levels whereas everything else was flying on my system.
- OlivierJTExplorerWell i noticed that it help to turn "realtime" OFF in the viewport, when building things that of course doesn't require it.(which is most of the time)
My video card fan is no going up when doing that, and most importanty when launching a game in and ouside windows (for VR) the frame rate doesn't die.
So it's a fix for me.
Running a demo with UE4 viewport with realtime ON, kill the news game window framerate.
Be careful as it turns back ON as soon as you change some effects etc... so keep an eye on it.
I am running on a GTX690 FYI - AleshExplorerYes, it's a bit strange that they were demoing Full HD Rift with UE4 @ 60 FPS (at least), and we're struggling to get that on a pretty good hardware on our low res Dev kits. Maybe they are using a different version of custom drivers for HD, but no one actually fixed the drivers for Dev kit 1 to optimize it with UE4? Maybe one of the mods could elaborate more on the framerate optimization in UE4 VR mode. I know there's a secret UE4 forum here somewhere so maybe somebody posted a solution to this problem.
I will also try to turn realtime OFF option in the editor and see if it helps, but I turn off the Unreal Editor anyway when running a level in a new window. Thanks for the tip. - OlivierJTExplorerNow that I have been using EU4 a little :
As an example :
Game in window mode : 1280x800 >>> +62fps 16.13ms
Game full screen (it then auto switch to Rift Stereo) >>> 33/43FPS 33/23xxms
So FPS are kinda halfed. Ouch. - InscothenExplorerRunning the StrategyGame TowerDefense map in Rift mode @ 1920x1200 gets me 59-62fps on a overclocked GTX670 with DK1. What do you guys get?
I don't have a dual GPU card, maybe there's a setting to only run 1 GPU. If there is and you only run one GPU on the card, what are the framerate then? - SimonaisoHonored Guestfor me the problem is more crucial, due to my older card (GTX 550 Ti). The UE4 runs fine on 30+ fps on fullscreen monitor and epic settings, but when I connect the Rift it slows down to about 18-20 fps... which is way too slow for VR (way too slow for anything, really). I really hope they improve the code very soon!
- MarkMHonored GuestAnybody have any news on this?
Also how do you change the resolution that UE4 is using when it goes into full screen/stereo rift mode? I think it is trying to run at a the same resolution as my monitor instead of the native rift resolution. - AleshExplorerMaybe the new SDK released today may help with the issue. I'll try it out when I get home..
- experienceHonored Guest
"Alesh" wrote:
Maybe the new SDK released today may help with the issue. I'll try it out when I get home..
Did you get a chance to try it? I'm curious if there was any improvement.
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