UE4 performance issues since the Oculus 0.4.3 runtime
Hello there,
Please try to have a look at the performance issues with Direct Mode reported since 0.4.3:
https://answers.unrealengine.com/questions/124299/451-capped-at-375-fps.html
https://answers.unrealengine.com/questions/141818/ue-460-and-oculus-043-huge-bugs.html
I could run my scene at "hmd sp 140" on 0.4.2 Direct Mode (no mirroring) with solid 75 fps, but now in order to have it playable on 0.4.3 / 0.4.4 i have to go down to "hmd sp 110" in Direct Mode (or "hmd sp 120" in Extended Mode).
Not to put to the blame on anyone, but the Epic guys are basically saying that this is a problem with the Oculus runtime, not UE itself:
https://forums.unrealengine.com/showthread.php?53377-UE-4-6-0-and-Oculus-0-4-3-huge-bugs&p=191978&viewfull=1#post191978
Like i said in the UE forums, if in the end this is the price that we have to pay in order to have lower latency and we can't have both performance and low latency at the same time, then i would suggest to at least make it optional (something like ultra-low latency mode vs performance mode), or simply having some flag that we could enable/disable.
Thanks!
Please try to have a look at the performance issues with Direct Mode reported since 0.4.3:
https://answers.unrealengine.com/questions/124299/451-capped-at-375-fps.html
https://answers.unrealengine.com/questions/141818/ue-460-and-oculus-043-huge-bugs.html
I could run my scene at "hmd sp 140" on 0.4.2 Direct Mode (no mirroring) with solid 75 fps, but now in order to have it playable on 0.4.3 / 0.4.4 i have to go down to "hmd sp 110" in Direct Mode (or "hmd sp 120" in Extended Mode).
Not to put to the blame on anyone, but the Epic guys are basically saying that this is a problem with the Oculus runtime, not UE itself:
https://forums.unrealengine.com/showthread.php?53377-UE-4-6-0-and-Oculus-0-4-3-huge-bugs&p=191978&viewfull=1#post191978
"Nick Whiting" wrote:
I know it's been mentioned in other threads, but please be aware that many of these bugs are with the Oculus runtimes, and not the engine directly. We tested our internal benchmark demos, and saw the correlation of framerate was tied to the revisions of the SDK rather than revisions of the engine. In extended mode, there was no difference between engine and runtime versions.
In direct mode in some configs, if you can't maintain the 75Hz needed to maintain, the framerate might drop to 37.5 (half the screen refresh rate). We've noticed that if your config has issues with Direct mode, Extended mode is often much better. As Oculus revises their runtime, this should get much better!
Like i said in the UE forums, if in the end this is the price that we have to pay in order to have lower latency and we can't have both performance and low latency at the same time, then i would suggest to at least make it optional (something like ultra-low latency mode vs performance mode), or simply having some flag that we could enable/disable.
Thanks!
