When is MetaXR OpenGL ES 3.2 Support Slated to occur? If ever?
Looking at the docs it seems like OpenGL ES3.1 is reported to be supported. But UE5 and 5.1 use ES 3.2. Having just tested MetaXR plugin with UE5.0 and enabling ES3.1 I found a brief but very vital warning stating "LogHMD: Warning: OpenGL is not currently supported by OculusXRHMD plugin". UE5 and 5.1 out of the box with OpenXR I don't belief share that information and simply crash when enabling ES 3.2. So essentially, is the aim to depreciate OpenGL ES 3.2 support? Will it continue to be supported until Vulkan reaches feature parity at least? Any news regarding this would be very helpful for VR Video Playback in Unreal and probably in general.2.3KViews0likes0CommentsDistance Fog (using Forward renderer) - how to make it cheap?
Hello devs! My team is working on a VR game with quite long view distances and we've been trying out different solutions: Exponential height fog actor - too expensive Custom post-processing material - too expensive as it requires Mobile HDR to be enabled Planes with cloud textures using alpha-masking with Temporal Dithering - too expensive Anyone got other nice practises on how to do a performant distance fog? Or is it always an expensive trade-off? Thankful for all input! / Stefan6KViews0likes5CommentsOculus App destroys PC Performance
When I launch my Oculus App, it literally "kills" my PC, meaning, it destroys the performance. I don't understand if this is a CPU or GPU issue, but it's nearly impossible to use any of my applications, once the Oculus App is up and running. Devices: I am using Rift and Quest 2. I am testing also Air Link. My Specs: Windows 10 Pro 64 Nvidia GeForce RTX2060 AMD Ryzen Threadripper 2990WX 32-Core Processor 3.00 GHz 128 GB Installed RAM Tested latest Nvidia Drivers (Game and Studio) Questions: What are the best practices to troubleshoot? What can possibly cause that problem? Thank you very much for any little help, appreciate it!1.4KViews0likes2CommentsQuest 2, make it run UE4 apps at 90fps? [SOLVED]
Hello everyone, How does one enable 90fps on Quest2 in UE4? (4.25.3 Oculus build v1.52) My Quest2 has in it's experimental setting been set to 90fps already. I don't see any Quest2 specific settings in UE4. So launching on Quest2 is 72fps Cheers!1.2KViews0likes1CommentPerformance problem came to me too early.
Hi, I finished learning the basics of Unreal Engine for VR and started making a game for Oculus Quest. I really wanna stick with Oculus Quest because I like the idea of the standalone device and much less competition compared to the desktop VR store. But the performance issue came to me as a bummer too early. I finished a basic weapon system and placed 50 mannequins in the game with a 'running' animation and basic UE4 mannequin mesh. And it's already unable to play. Can someone give me some advice on the performance issue? What helped you or what can cause the problem the most in your experiences? Thanks in advance. My current game setup 50 mannequins with basic animation / UE4 starter-kit mesh They're Characters (not pawn) big one navigation volume Using AIMoveTo (not on every tick) one direction light (removing the light didn't change much) Big plain space with some cube objects Can shoot an arrow as a projectile and hit on enemy mesh's sockets Not using ragdoll nor simulated physics937Views0likes1CommentIs Being/EndRenderQuery() supported in the Quest environment
Hey guys, I have been having a hard time getting GPU profiling data on the Quest using Unreal engine, The profilegpu cmd causes a crash, the Unreal Insight profiling tool from them has atm no GPU implementation and I am not getting the data I want from Snapdragon. I asked in the Unreal support and their engineer said that the 4.25 UE in 11173995 starts supporting GPU profiling only if their FRealtimeGPUProfilerEvent is supported by their RHI layer. The RHI layer only supports that functionality if the underlying graphic API supports the Being/EndRenderQuery(). That is an unreal interface function, which I think is linked to the the OpenGL Es 3.2's glBeginQuery/ Vulkan's Query Operations. Or is it something that Oculus implements? I am not sure. At any case it doesn't hurt, to ask, I would like to know if that is supported on the Quest environment.513Views1like0CommentsStrong frame drop due to calls of ovrp_WaitToBeginFrame
Hello! ovrp_WaitToBeginFrame massively drops the FPS. This is famous trouble. The calls of this function impacts the performance with 13.5ms on my machine. I removed call of FOculusHMD::StartGameFrame_GameThread (the function with ovrp_WaitToBeginFrame inside) in FOculusInput and this gave good result (normal flight, 80 FPS on Oculus Rift S). This function also calls in FOculusHMD::OnStartGameFrame with comment: "this should have already happened in FOculusInput, so this is usually a no-op" (lol?). Ok. I ran the game also with Oculus Quest (via Oculus Link) on another machine, but again I got frame drop for now at FOculusHMD::OnStartGameFrame. So, this call of FOculusHMD::StartGameFrame_GameThread I can't remove due to it turns game to black screen. So what can we do with it to get good performance? How soon it will be fixed? We wait. Thanks, Artem.851Views0likes0CommentsWe 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?1.7KViews0likes4CommentsUE4.22 binary huge performance drop for Go / GearVR projects
Anyone else noticing a huge drop in performance when testing their projects in Epics 4.22 binary branch (Oculus SDK runtime 1.32)? Is there a setting somewhere to fix this? Draw thread on one project was running at 16-17ms in 4.21 and below, now runs at 27ms in 4.22 !! (results in a good 10+FPS drop) ::neutral: I hope this will be fixed in the Oculus 4.22 branch before it's released?1.7KViews2likes12Comments4.21 Performance Issues
When I create a VR game (Binary Ue4.21 from Epic Launcher) for the Oculus store which is using simple Cartoonish asset, the app will not run on 90hz. Even in empty levels. I optimized probably everything: What I did: Static lightsource Only Static lightning enabled Forward shading enabled Instanced Stereo changed from TemporalAA to MSAA enabled Adaptive Pixel Density disabled main Post Process features (Bloom, Lensflare) disabled Composite Depth (caused z-fighting on AMD) made no gameplay use of Event tick Smooth FPS is off and min. desired frame rates by 90 Does anyone got an idea what I could do? Is it a bug?542Views0likes0Comments