Skip to main content
Up and Coming
October 25, 2014

UE4 and 0.4.3 problem.

1.- I must activate Aereo again if not UE4 not work.
2.- I launch my demo and fps got stuck in 37.20
3.- I disable Vsync and got 76fps when i got 100-110fps in my demo.

... i go back to 0.4.2 :(

Mirror on/off not change the fps. (with 0.4.2 i got 20fps more)
    This topic has been closed for replies.

    10 replies

    Up and Coming
    October 27, 2014
    Hi knack, see my last post in this other thread, see if it makes sense to you:
    https://developer.oculusvr.com/forums/viewtopic.php?f=60&t=16266&p=212591#p212591
    Up and Coming
    October 27, 2014
    Same problem here. Not able to reach more then 37.5 fps (looking directly on the floor in MobileTemple with screen percentage of 100...). Before 4.5.1 / 0.4.3 I had stable 75 fps with configuration.

    This makes UE4 completely unusable for VR at the moment.

    spyro
    Up and Coming
    November 5, 2014
    Ok i've tried Art_Oculus' suggestion of disabling Intel's SpeedStep in the BIOS and it does help getting rid of the spikes when profiling.. Unfortunately this doesn't seem to translate in any perceived improvement when actually playing the demo, still seems locked at 75 fps in 0.4.2 and 37.5 fps in 0.4.3.

    I've attached 8 profiles taken from the same demo/location with different combinations of runtime/aero/mirroring/speedstep/vsync to see if it can help narrowing down the real problem.

    https://answers.unrealengine.com/questions/124299/451-capped-at-375-fps.html
    Inspiring
    November 6, 2014
    We're aware of this issue, and have some leads to getting it fixed in an upcoming release.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    November 9, 2014
    I was having the same problem since installing 0.4.3.
    For me, changing Nvidia's setting "VR pre-rendered frames" from the default of 1 to "let the application decide" solved it and allowed other demos run smoother too.
    Developer of Dimensional , The Relentless , Breath Tech , Jigsaw 360 View my dev blog at JumbliVR.com
    Inspiring
    November 9, 2014
    "jumbli" wrote:
    For me, changing Nvidia's setting "VR pre-rendered frames" from the default of 1 to "let the application decide" solved it and allowed other demos run smoother too.

    Very interesting finding! Was defaulted to an explicit 1 for me too. Based on the description shown, 1 seems like it would be the lowest possible value, but I know Oculus' Unity integration sets QualitySettings.maxQueuedFrames = 0. If the UE4 integration is doing something similar, then the Nvidia default seems to be pretty detrimental overall.

    Also, I wonder how Nvidia determines if something is "VR" or not?
    Titans of Space PLUS for Quest is now available on DrashVR.com
    Up and Coming
    November 9, 2014
    "jumbli" wrote:
    I was having the same problem since installing 0.4.3.
    For me, changing Nvidia's setting "VR pre-rendered frames" from the default of 1 to "let the application decide" solved it and allowed other demos run smoother too.

    Interesting indeed!

    Unfortunately i'm on AMD and i don't think we have an equivalent setting in the Catalyst Control Center..
    November 14, 2014
    "jumbli" wrote:
    I was having the same problem since installing 0.4.3.
    For me, changing Nvidia's setting "VR pre-rendered frames" from the default of 1 to "let the application decide" solved it and allowed other demos run smoother too.



    Jumbli, is this the only change you made? And has this worked for anyone else? Because it changed nothing for me. I set it to "use the 3D application setting", even rebooted my PC. But did not notice a single difference. I even set my t.MaxFPS to a high number in the console. I tried with Aero on and off. Also tried changing the Nvidia Vertical sync default setting from "use the 3D application setting" to "off". But it still locked at 37.5

    I used a blank project in UE4 4.5.1 to test it. All you have, is a rubik's colored cube with four sphere's on top. In Direct Mode, if I look at even 1 single pixel of the static mesh, I get exactly 37.5 fps. If I look away I get exactly 75 fps. In Extended mode I get between 40 and 65 fps (depending how much of the cube and spheres are in my fov.) if I look away, I get 75 fps.

    In non VR mode, I get between 160 and 280 fps depending how much of the cube and sphere are in my fov.

    my specs are a GTX 770, an i7-2600K @ 3.4 GHz with 32GB running Windows 7 64bit.
    Up and Coming
    November 17, 2014
    dzucker, yes that was the only change I made. I also changed it back to "1" to prove the performance degraded. At least 1 other person on reddit confirmed it made a difference for them. I think it may just make a small improvement, but that can be important if your performance is borderline when trying to maintain 75fps.

    My spec is: Intel Core i7 4790 3.60 16GB GTX770. Windows 8.1 64 bit.
    I was running a scene based on mitchemmc's UE4FirstPersonVRTemplate: https://github.com/mitchemmc/UE4FirstPersonVRTemplate
    Developer of Dimensional , The Relentless , Breath Tech , Jigsaw 360 View my dev blog at JumbliVR.com
    Up and Coming
    November 17, 2014
    Same thing happens to me in the Rift default Template and other scenes.

    If I have it set to 1, as soon as I encounter any degrading in frame rate it drops to 37.5.

    If I make it application specific, I can walk around a while, but soon it will drop to 37.5 and stay there.
    If I restart the app it will be fine for a while again.