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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.
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    24 replies

    motorsepAuthor
    Inspiring
    March 29, 2016

    moulder6 said:
    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. 




    What's not supported? Render scale ?


    Hmm.. Maybe I got one of those spikes too. Oh well, I hope Oculus/Epic will figure it out.

    Subjectively, 58 fps works for me - I don't get any motion sickness. But, it should be done right, once and for all. Plus 58 fps won't pass "inspection" to make it into Oculus Store :/


    @Oculus web guys: Quoting someone doesn't quite work - I had to go into HTML view to be able to write my post outside of the quote block. Please fix it.
    Up and Coming
    March 29, 2016
    Hm... I was talking about the "screen percentage" that's available in post processing/misc - this according to the docs isn't supported on mobile.
    There's r.mobileContentScaleFactor which is supposed to be able affect the resolution on mobile, but changing it in console on the device doesn't seem to do anything. 
    motorsepAuthor
    Inspiring
    April 15, 2016
    Oculus devs, are there any progress on investigating this?

    The key issue is 17-18 ms timer in the empty scene or complete project. If it's an empty scene, why UE4 wastes so much time doing nothing ? If it's a full project, why does it spend as much time as on empty scene ?
    motorsepAuthor
    Inspiring
    April 19, 2016
    Android 6.0.1 with S6, still an ongoing issue. Will test with 4.11.2, but I don't foresee any improvement in fps counter.