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Issues with UE 4.10.1, Oculus SDK 1.3 and Platform SDK

MickFrima
Protege
So, I've spent the day trying to figure this out, and I have enough info now to make a post about this. I'm not sure if this is the right place for this, but here I go. (Please point out if this needs to be adressed to Epic or if this is the correct place to ask about this)

1. Performance issue in UE4 editor.

For some reason, the game is not running well in the editor. At first I was blaming a bad merge, since other devs here seems to be using it just fine, but then I tried packaging the game, using the Development configuration (to keep the console) and I noticed the performance issue was gone. When investigating further, I found out something weird was going on, like if the render thread was doing nothing in the Editor.

For example, the same exact scene in the editor, stat unit says this:

Frame: 12.5ms
Game: 9.5ms
Draw: 0.2ms
GPU: 12.5ms

In the packaged build:

Frame: 11.0ms
Game: 4.0ms
Draw: 4.0ms
GPU: 11.0ms

I guess we are good (if the same behavior occurs in shipping builds) but it's still annoying in the editor and I do want to fix this problem before pushing the update to my coworkers.

Do other devs have the same problem? Anyone has an idea of where the issue might be, so I could give a try at fixing it?

2. LibOVRPlatform conflicts with Opus Audio codec.

This happens only when packaging the game, I encountered the issue when packaging the game in Development mode.

There is multiply defined symbols in Opus.lib and LibOVRPlatform. LibOVRPlatform is using Opus, and so does UE4. Since both are third party, I have to say I'm not sure how to solve this, right now I've done a quick fix by disabling Opus from UE4 but I'm hoping someone might point out a better way to solve this kind of problem...

3. Fullscreen Mirror Mode is acting weird

Using "hmd fullscreen on" and "hmd fullscreen off" will not update the settings instantly and I noticed that it can take 2 or 3 restart of the app for the setting to actually register. I'm not sure what is going on here. It's not such a big deal, just something I noticed.

I'd really like to solve the performance issue in editor, so I can finally be done with updating SDKs and actually try to focus on tearing apart our game bug base :wink:

Mick

4 REPLIES 4

cybereality
Grand Champion
1. Packaged builds will typically be faster than in editor. This is expected.
2. We will look into this.
3. Fullscreen mirror is an experimental feature at the moment,
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brian_jew
Expert Protege
Hi Mick,

I'm trying to get some more information around your problem around LibOVRPlatform.  How are you integrating it into your game?  I tried packaging a game with LibOVRPlatform with Development Build Configuration for Windows 64-bit and didn't get any conflicts for Opus

MickFrima
Protege


1. Packaged builds will typically be faster than in editor. This is expected.
2. We will look into this.
3. Fullscreen mirror is an experimental feature at the moment,


1. Yes, I know that,(mainly for shipping versus dev) but there is something not normal here. We did not have this issue before SDK 1.3. Like I said, the Render thread should not be idle, and the game thread is getting way too much time to complete, compare to what's normal. Performance BEFORE 1.3 in the Editor were similar to what we have now in the Dev Build Packaged game.

2. OK

3. Ok, will not use for now.

brian_jew said:

Hi Mick,

I'm trying to get some more information around your problem around LibOVRPlatform.  How are you integrating it into your game?  I tried packaging a game with LibOVRPlatform with Development Build Configuration for Windows 64-bit and didn't get any conflicts for Opus



I've created a plugin for the Oculus Platform that sits right next to the OculusRift, OculusAudio and OculusInput plugins. It worked fine before I updated LibOVRPlatform64_1.lib with the new one in the SDK 1.3 drop. Would there be a better way to do this? Anyway, I'm guessing maybe Opus is new in that version of the platform?

Thanks for taking the time to check this out.

Also, if I'm alone with those issues, I will shelve this and try again, but the packaged build thing and the fact that I'm on 4.10 and I'm guessing most efforts go toward 4.11, maybe I'm not crazy 😛 I updated to SDK 1.0, then 1.2 without issues, I was kinda hoping 1.3 would be a breeze... Those last weeks before launch CANNOT go smoothly I guess!

Mick

MickFrima
Protege
So, I'm still having performance issues in the editor as described by my point #1. Can someone who is running on 4.10.x with Oculus SDK 1.3 confirm if the issue happens on their side or not? That would really be helpful!

Mick