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[Gear VR] Odd performance issues with 4.14.3

motorsep
Rising Star
I finally wrapped up my work on game code and decided to test performance with some extra art added to the game. Unfortunately I encountered horrible performance issues I don't recall having in 4.13.x and I am not sure what's causing these performance issues (I can't test on 4.15 yet as FMOD hasn't released updated plugin).

I already added culling distance to each of the terrain (static mesh) chunk and rocks. In PIE I now get 1/4 of drawcalls from my previous tests. On the device I get same amount of drawcalls, as if I didn't do any optimizations.

Here is my scene:

https://www.youtube.com/watch?v=Rm10euiY_4k

Profiling results:

https://www.youtube.com/watch?v=rRosE381ACo

Screenshots I took on the device using various stat cmds:

https://s1.postimg.org/khkor8pst/Screenshot_20170226_140616.png
https://s10.postimg.org/bhp4hioqv/Screenshot_20170226_140702.png
https://s16.postimg.org/z5k33gdzn/Screenshot_20170226_140728.png
https://s27.postimg.org/ri6nmf601/Screenshot_20170226_140755.png
https://s4.postimg.org/t21qi5s1n/Screenshot_20170226_140835.png
https://s17.postimg.org/eawt62n4d/Screenshot_20170226_140952.png
https://s11.postimg.org/79l5h4g81/Screenshot_20170226_141026.png

If I remove those 2 skeletal drones, nothing changes at all.

Thanks beforehand
1 REPLY 1

motorsep
Rising Star
I did some testing and I think I found the issue:

https://www.youtube.com/watch?v=W9vsKftL23s

I have bunch of pick-up inventory items (mock-ups) stashed under the terrain mesh. Technically those have to be culled automatically since they are blocked by the terrain (which is set to be used as an occluder). Plus I use precompiled visibility culling too.

If I move them away, I do not get performance drop (or at least I didn't until I tried recording video and then after I was done recording, performance issue popped up again, but in a different way).