Skip to main content
Up and Coming
July 25, 2015

IMPORTANT! A critical perf issue found in Oculus Plugin 4.8

Hey guys,

Just a heads up, a critical performance issue was recently found in Oculus Plugin for UE 4.8 (the one that uses Oculus SDK 0.6.0.x). You may loose more performance than it is really necessary IF the variable r.FinishCurrentFrame is set to 1! Make sure r.FinishCurrentFrame is set to 0!

I've made a temporary fix in OculusRift plugin to set this var to 0 every time we switch to stereo and reported to Epic. You may get the fix from our github branch: https://github.com/Oculus-VR/UnrealEngine/tree/4.8 (commit e2bf766c45a1bd147e5da0eb6b9549c26db7d27c
    This topic has been closed for replies.

    3 replies

    Up and Coming
    July 25, 2015
    Thanks for the heads up Artyom17
    DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.
    Up and Coming
    July 25, 2015
    Looks like Epic integrated it (https://github.com/EpicGames/UnrealEngi ... e59c8216f8). Hopefully will be in 4.9. Has anyone noticed any big performance improvements with this change? Is FinishCurrentFrame set to 1 by default or was that an option that not everyone would have had set?
    Ibex 3D VR Desktop for the Oculus Rift: http://hwahba.com/ibex - https://bitbucket.org/druidsbane/ibex
    Up and Coming
    July 31, 2015
    Hmm, makes no difference for me in 4.8.2. If I set this to 1 manually, performance goes down then up again if I set it to 0. When i tested this, it was also the default...?

    spyro