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ClockyulusRift's avatar
ClockyulusRift
Honored Guest
6 years ago

We are seeing big performance drops in UE4.22.3 Oculus/Rift VR project after the Oculus update on 12

We are seeing big performance drops in UE4.22.3 Oculus/Rift VR project after the Oculus update on 12/10/19 (12.0 live update).
According to Unreal Profiler, after the update, we are seeing the application is spending 30 millisecond in    

bool FOculusHMD::OnStartGameFrame(FWorldContext& InWorldContext).

As a result, our frame rate drops from 70fps to 25 fps.
Performance somewhat improves if we disable the Asynchronous Spacewarp.
Is anyone else seeing this issue?

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  • Hello, we have the same issue here. FPS drops began yesterday after updating to version 12.0.0.191.268 

    We're also using UE version 4.22.3 but the problem seems general if you look at the support forum. For example here:

    and here:

    We also did some profiling and we confirm a huge amount of time (sometimes more than 30 ms) is spent inside the call to ovrp_WaitToBeginFrame, that in the unreal engine code is inisde FOculusHMD::StartGameFrame_GameThread()

    Our customers are quite disappointed, please Oculus Staff, if you can't find a quick fix, please rollback to the previous version.

    Fabio

  • Same problem here since 12.0 dropped 2 days ago.

    Unable to currently develop due to this issue. Not impressed with the amount of time that has lapsed without a rollback or even a temporary solution.

    As already stated, here and in prior regular user threads, please 'at least' roll back the driver. Don't leave your customers hanging!!!
  • I also have similar problems, but only at work. My home computer works fine since the latest beta update, but the VR computer at work runs anything I build in Unreal at about 30 fps with the same update.

    Now the stranger bit, if I run Unreal (4.23) at work and simply hit VR preview, it runs at 90 fps, but make a actual win 64 build and it runs at 30 fps?

    Create a build at home and it runs fine, but bring that same build into work and it runs at 30 fps?

    At work we have a nvidia 1080 while at home I have a 1070. A college tested at his home on a 1080 and the same project runs at 50 fps after the latest update, but he said he can play games fine. Another friend tested it for me on a 2080 and got 40 fps.

    I will now be working from home until the new year.

  • Anonymous's avatar
    Anonymous
    Well this explains a lot, I do see tons of issues in UE based VR games. Robo Recall is a mess and Lone Echo, I have the CV1 and I have observed the framerate dropping to exactly 87.2  FPS. No idea why it always drops to that exact framerate, perhaps someone more familiar with the UE can know more.