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New Participant
April 1, 2017

Issues with AdaptiveGpuPerformanceScale

Hello,

I'm trying to use this for adaptive resolution as done in the sample code.  However, it won't work because AdaptiveGpuPerformanceScale is giving back values too high.  What I'm seeing is at about 90 FPS at AdaptiveGpuPerformanceScale ~= 1.2.  I'm unable to bias this on my end because when it's ~= 1 it won't send updates and we actually need to downres.  I saw in the SDK it's based on desired_GPU_utilization.  Is this something I can set somewhere?

PS. The default ue4 pdadaptive implementation has got some bugs even if the GpuPerformanceScale had correct values.

-Andrew

2 replies

TWStragoAuthor
New Participant
April 1, 2017
Related to https://forums.oculus.com/developer/discussion/49122/pdadaptive-can-get-stuck-at-low-frame-rate-and-flicker#latest
TWStragoAuthor
New Participant
April 4, 2017
In my case CPU < 10ms and AdaptivePerformanceGPUScale is still telling me to scale up when there is no room to scale up on the GPU.  I'm on UE4 4.15 with a Oculus 4.15 drop on top.  In addition AppGpuElapsedTime is reporting 10-11ms when I do actually have room to scale up.  Because of this I'm having to implement my own GPU timing in order to do adaptive res.

E.g. My PixelDensity is 1.3 and AdaptivePerformanceGPUScale is 1.2.  I take the sqrt() and multiply the PixelDensity to 1.42.  If I change my pixelDensity to 1.42 ASW kicks in.  Then, sometimes, AdaptivePerformanceGPUScale stays > 1 even though CPU is around 9 ms.  

Right now I'm looking at an example with AdaptivePerformanceGPUScale between 1.3-1.5 while ASW is active.  I'm using AppCpuElapsedTime and UE4 CPU stats to measure CPU time.