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Up and Coming
August 27, 2014

4.4.1: Anyone able to run 'Minimum Default' without judder?'

I'm fiddeling around with Unreal Engine 4's Oculus integration but I am not able to get this to work right (I use Direct HMD Mode) even with the most basic level (First Person Level Blueprint), here's a screenshot of the level:



Here's what I tried:
- Disabled mirroring (using console command 'hmd mirror off')
- Set 'Min Desired Frame Rate' in project settings to 75 fps
- Deactivated 'Smooth Frame Rate'
- Started game in own process

My System:
- Core i5 4750
- 8 GB RAM
- Win7x64
- NVidia GTX 760
- Unreal Engine 4.4.1
- Oculus Runtime 0.4.1

Game judders as hell like there is no tomorrow. What am I doing wrong here?

See attached logs for more details.

spyro

PS: Does anyone know how to show the average frame render time in gameplay so that I can view in in the Rift?
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    31 replies

    Participant
    September 2, 2014
    Running 4.4.1 on a maxed out late 2013 iMac, Mavericks.
    The framerate is capped at 60, so I'm getting 30 (max) on the DK2 in extended mode for an empty box.

    Frame smoothing is deactivated, min desired frame rate > 75.

    What am I doing wrong?

    Is the 60 frames cap the issue or the "half-of-max-frame-count" on the DK2?
    Participant
    September 2, 2014
    Interesting.
    Participant
    September 3, 2014
    I ran BluePrint office yesterday on the same hardware but under Win7.

    The framerate is around 130 on desktop with the native resolution of the 27" display.

    Switching to the Oculus DK2 (extended) and the framerate divides by 4.

    While under OSX O'm stuck at 30fps at best, under Windows I'm stuck at around 35fps.

    There are tens of thousands DK2s out there - is really no one developing with UE4 for it?
    Has everyone secretly solved the issues and is now guarding it as their precious competitive advantage?

    Or is there just no interest discussing it?
    New Participant
    September 3, 2014
    I'd love to know too. I'm also seeing about 1/4 framerate with extended mode.
    Up and Coming
    September 3, 2014
    That seems about right from my experience. I had Storyteller running at 150FPS on monitor (1440p - all settings max), while Rift users reported getting on the order of 35fps, even on the same/similar hardware as my development machine.

    One thing to try is to make sure you have a PostProcessVolume and turn off most of the effects... I think by default most are on, and some of them perform worse in VR than on monitor.
    Twitter IndieDB
    spyroAuthor
    Up and Coming
    September 4, 2014
    The biggest performance killers so far are

    - The UE4-Editor going crazy in the background --> see viewtopic.php?f=60&t=13410&start=20#p182247
    - 130% upscaling --> Deactivate with 'hmd sp 100' (costs a little bit sharpness)
    - Single buffering in VR (?) and no asynchronous timewarp --> Wait for SDK updates
    - Mirroring --> 'hmd mirror off'
    - Twice the draw calls --> combine meshes where possible, user fewer objects, wait for UE4 updates for 3D reprojection of background objects instead of simply render them twice
    - All quality settings on EPIC on default (WTF) --> Use command line arguments to lower them, see https://docs.unrealengine.com/latest/INT/Engine/Rendering/Scalability/ScalabilityReference/index.html#effects-sgstopeffectsquality
    - No dynamic/automatic screen percentage and/or quality settings --> Nag Epic to implement this for VR or try to build it yourself (and then share it, please) ;)
    - Dynamic lightning --> Use static lights where possible

    You should also disable motion blur and lensflares.

    spyro
    Participant
    September 4, 2014
    Thanks spyro for sharing.

    Yet I continue to believe an empty box should run faster than 35 frames.
    I also continue to believe it's all subject to change, yet I find it discouraging to build on hope.

    Last but not least - even if everything changes for the better, or in this case for the much much better, it's impossible to build and demo even simple stuff to clients.

    What's the alternative? Is Unity better (at this stage of time for this very purpose) ?

    Thanks & Cheers.
    Up and Coming
    September 4, 2014
    "spyro" wrote:
    FYI: The standalone version seems faster because the editor in the backgrounds eats all the CPU performance when the game is started in the foreground ADDITIONALLY to the game itself. That's particulary strange as the load of the editor seems much higher in this situation.

    Long story short:



    Boom, judder is gone, performance is about the same as with the packaged version. Please remind that you have to redo this setting in every project (it resets itself each time). Why the hell isn't this the default setting?!

    spyro


    Genius. Worked like a charm. I now have silky smooth Performance
    DK1 Order #: 48xxx. Status: DK1 Owner since March 29th, 2013. DK2 Order #: DO-0154xxxx. Status: DK2 Owner since July 28th, 2014 My Stygian Abyss Demo Remake Blog http://mrob76u.wordpress.com
    Up and Coming
    September 5, 2014
    "artyom17" wrote:
    Try also to reduce the quality by 'hmd sp 100' (use 'hmd sp reset' to reset screenpercentage back).


    When I try this command, the screen in my oculus freezes. Interestingly, the output in my monitor still works fine, and it's still doing head tracking, but inside the oculus itself the display freezes.
    Up and Coming
    September 5, 2014
    "perry" wrote:
    "artyom17" wrote:
    Try also to reduce the quality by 'hmd sp 100' (use 'hmd sp reset' to reset screenpercentage back).


    When I try this command, the screen in my oculus freezes. Interestingly, the output in my monitor still works fine, and it's still doing head tracking, but inside the oculus itself the display freezes.


    Ive Just noticed this myself in direct to rift mode. In this mode it looks like SP is already fixed at 100 and any calls to change it, even if its the same value freezes the screen(not an issue for me in extended mode where the default is 135).

    Im using Epics buid rarther than the oculus build.

    Question for everybody, What are your system specs?

    I benchmarked Senza Peso(a UE4 demo) The other day only to find out that my system is only using %80 of my gpu sometimes droping as low as 70%.

    https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=13835

    Clocking my phenom 965 BE to 4.2Ghz didnt seem to improve matters though...

    I still need to see what build and SDK they are using....
    My own scenes seem to be fine though.
    DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.