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August 9, 2017

[GearVR] 3D widget performance degregation in 4.17

There appears to be a oculus gearvr related issue in 4.17 involving 3D widget performance / rendering. 
It would be great if someone from oculus could take a look because this issue does not occur on daydream and renders 4.17 useless: https://answers.unrealengine.com/questions/664617/gearvr-3d-widget-performance-degregation-in-417-pr.html
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16 replies

August 15, 2017
Any updates here? Would love to do a 4.17 update to get 3D audio for our title
August 21, 2017
FYI: I also just tested the above example project with the Oculus 4.17 branch and it has the same issue.
August 29, 2017
Still no update here as how to fix? Seems to be GearVR only ...
Inspiring
August 29, 2017


Still no update here as how to fix? Seems to be GearVR only ...


There is a bug report and it's marked by Epic to be fixed in 4.19  :s
August 31, 2017


@motorsep

@aussieburgerVR

Sorry for the delay in this.

Our integration team is meeting with Epic today to address this issue. Hopefully have some news to share.





Any updates here from the meeting?
September 10, 2017


@aussieburgerVR

Epic requested a copy of the project for their internal testing.

We also successfully reproduced the issue on the S8.

 We are awaiting Epic's review at this time.


strange they needed a copy of the example project since they already have it as per:
https://answers.unrealengine.com/questions/664617/gearvr-3d-widget-performance-degregation-in-417-pr.html
&
https://issues.unrealengine.com/issue/UE-47946


September 11, 2017
I tried what this user posted here capping the FPS at 30FPS and the stutter is gone for the widgets:
https://forums.oculus.com/developer/discussion/57336/gearvr-stereoscopic-video-playback#latest
are widgets which I guess the media framework he is using only rendering at 30FPS? Eitherway it's no workaround as 30FPS is no good for vr...

September 11, 2017
Interesting find! It was your AnswerHub question that eventually led me to the root of my problem too. So thanks for that!

So I just noticed that WidgetComponent's have a Timing Policy setting. By default, it's set to "Real Time". Have you tried setting it to "Game Time"?

There's also the Redraw Time setting. That seems even more promising! Maybe they could be used to fix your problem. 
Inspiring
September 13, 2017
I have my reservation about this being fixed in 4.17.x. Folks on Discord were posting notes from github about 4.18 VR fixes and this issues wasn't even addressed there.
September 14, 2017


Interesting find! It was your AnswerHub question that eventually led me to the root of my problem too. So thanks for that!

So I just noticed that WidgetComponent's have a Timing Policy setting. By default, it's set to "Real Time". Have you tried setting it to "Game Time"?

There's also the Redraw Time setting. That seems even more promising! Maybe they could be used to fix your problem. 


Hey thanks for the idea - I tried both settings but unfortunately they neither worked. the Timing Policy setting did not seem to change anything and setting the redraw time setting to 0.016667 (1sec/60) made it even worse :(

EDIT: I just tried setting the Redraw time setting to 1 and it appears much better. It still does a small judder on the widgets every 1 or 2 secs when moving around quickly however much better than before. Will try this in my real app later to see if it can be used as a workaround or not.