Skip to main content
Inspiring
February 29, 2016

[Gear VR] Unable to hit 60 fps

I have a basic scene (FPS template BP) in two vartiations - One with disabled rendering of the view weapon model and the rest is as-is and the same scene, but with all unlit materials and removed sky sphere (it looks all black).

In both variants I get 58 fps and 17 ms using stat FPS console cmd. Using Unreal 4.10.4. Some people claim they have stable 60 fps in their UE4 games/prototypes on Gear VR.

Any idea what could be the issue? Thanks.
    This topic has been closed for replies.

    24 replies

    Inspiring
    March 21, 2016
    On mobile, it isn't just a matter of the total number of vertices and triangles in your meshes. It's a tiled renderer, so a single large mesh that covers the whole screen will actually be re-drawn for each tile, causing massive duplication of work. If you split up the mesh into ~16k chunks, the chunks are less likely to fall on multiple screen tiles, cutting down on wasted work.
    motorsepAuthor
    Inspiring
    March 21, 2016
    I see. Ok, I'll test that. Still doesn't explain same fps in almost empty scene.

    I going to test with 4.11pre7.
    motorsepAuthor
    Inspiring
    March 24, 2016
    https://drive.google.com/open?id=0BwE6dxM0O2PsWkN3RDZYelZxLW8

    Updated project for 4.11p8, mesh is cut into 20 pcs, textures resolution is dropped to 2k. 

    I haven't had a chance to test it (forgot to copy OSIG into 4.11 folder and had no time to rebuild, had to go to work). Can someone please test it and see if fps improved and if static mesh level is made of is intact ? Thanks.
    motorsepAuthor
    Inspiring
    March 25, 2016
    Never mind. I tested it and while "torn" mesh artifact is gone, performance is still the same - 58 fps.
    Up and Coming
    March 28, 2016


    What's wrong with this picture? The "scene" easily meets all the requirements outlined in the Unreal docs. Two boxes in the scene, 2 materials, 1 static light with the lighting built. Every post process is off, except for Temporal AA. Nothing else going on in the scene. Still, the GPU is obviously doing something that takes 16-18ms.

    Built with 4.11preview 8. The result is absolutely the same with 4.10.4. Running on a S6 with Marshmallow 6.0.1 - was exactly the same on Lollipop 5.1.1.
    motorsepAuthor
    Inspiring
    March 28, 2016

    moulder6 said:

    What's wrong with this picture? The "scene" easily meets all the requirements outlined in the Unreal docs. Two boxes in the scene, 2 materials, 1 static light with the lighting built. Every post process is off, except for Temporal AA. Nothing else going on in the scene. Still, the GPU is obviously doing something that takes 16-18ms.

    Built with 4.11preview 8. The result is absolutely the same with 4.10.4. Running on a S6 with Marshmallow 6.0.1 - was exactly the same on Lollipop 5.1.1.



    Temporal AA doesn't work on mobile.

    Other than that, welcome to UE4 for Gear VR world :neutral:  (btw, Oculus folks, we need more emoticons!)
    Up and Coming
    March 28, 2016

    motorsep said: Temporal AA doesn't work on mobile.



    According to the Unreal documentation, on mobile they use a version of Temporal. Plus there's definitely AA working in that scene, whatever it might be.

    Stil this doesn't explain the gpu load and the low framerate. Any ideas about this?
    motorsepAuthor
    Inspiring
    March 28, 2016
    I believe there is hardware AA when using Gear VR. I disable all AA in UE4 project and still see AA in action when using Gear VR.

    Allegedly Epic and Oculus are investigating these performance issues.
    motorsepAuthor
    Inspiring
    March 29, 2016

    Ok, I think I see where the issue potentially is - render scale.

    I had render scale slider at less than 100% all this time, hoping for performance boost. Yesterday I set it to 100%, and in some instances I got 61 fps in my scene.

    Btw, it seems that stat Engine and stat SceneRendering show total numbers for everything. Is there a cmd to show stats for what's actually being rendered and not total number of things in the scene?

    Up and Coming
    March 29, 2016
    As stated in the documents, this isn't supported on mobile.
    Plus I do get occasionally 60-61 frames in that empty scene, but this is more of a random spike than anything else.

    Here's link with useful commands:
    https://docs.unrealengine.com/latest/INT/Engine/Performance/StatCommands/index.html

     stat InitViews will let u know how much is being culled if anything, but i doubt there's an easy way to get a list of the actual objects being rendered, or something like this.