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Up and Coming
March 22, 2014

Unreal Engine 4 Rift framerate issues

Hi, sorry for spamming this post on two forums. Unfortunately we don't have a dedicated UE4 thread yet. Just want to improve my chances of somebody with a solution stumbling upon it.

I seem to have an issue with framerate when launching my scene in the Rift. The scene that I'm running is just a simple default 2 chair + table with sky scene when you open UE4. But it doesn't really matter, the issue is the same with more complex scenes. So I launch the scene, which gets opened in a separate window and I get 30FPS, which is not so good, but it makes sense since I'm still running UE that I launched from in the background. As soon as I close it, the framerate jumps to 60FPS. So far so good. Now the problem comes up when I go fullscreen on this window with the Rift turned on. It switches to side by side stereo Rift mode as it should, but now my framerate drops down considerably to about 23-27 FPS (regardles of complexity of the scene). If I go fullscreen without the Rift the framerate stays at 60FPS. This is most likely something that has to do with the implementation of the Rift drivers so I was wondering if anyone came up with the solution for this problem. Just to let you know that I have a high end graphics card (MSI HD7990) that is able to run Crysis 3 on highest settings at 60FPS without breaking a sweat, so horsepower is not the issue here.

I will be grateful for any kind of help on the matter. Even if you can just confirm if you're having the same issue or not would be great. Thank you!
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    27 replies

    Participant
    May 1, 2014
    With the Rift DK, we've found that 40fps is perfectly comfortable.

    Would be nice to have working motion blur and SSRR in Stereo mode though...
    Participant
    May 2, 2014
    Yes I also have this problem. I have a 4770k@4.9Ghz and a 780Ti so there is no lack of juice.

    The moment I switch from a perfectly smooth 60fps scene the framerate drops and there seems to be a bigger than normal lag in the headtracking and framerate. This happens in every situation, even if I deploy a package.

    I hope the issue get's resolved soon.
    AleshAuthor
    Up and Coming
    May 2, 2014
    I started a thread on Unreal forum and looks like there are plenty of optimization tricks to improve framerate with the Rift:

    https://forums.unrealengine.com/showthread.php?3822-UE-4-and-Oculus-Rift-Framerate-Optimization

    You will find quite a few useful links/suggestions there. I plan to go through all of them next week when I get back from my holiday and I'll post the results.
    New Participant
    November 21, 2014
    If you are doing a C++ project you can just add these values to the DefaultEngine.ini and it seems to work for me. It greatly reduces the quality but it almost gets rid of the jitter completely.

        r.ScreenPercentage=25
    r.ViewDistanceScale=0.4
    r.PostProcessAAQuality=0
    r.PostProcessingQuality=0
    r.ShadowQuality=0
    r.TextureQuality=0
    r.EffectsQuality=0
    sg.ResolutionQuality=25
    sg.ViewDistanceQuality=0
    sg.AntiAliasingQuality=0
    sg.PostProcessQuality=0
    sg.ShadowQuality=0
    sg.TextureQuality=0
    sg.EffectsQuality=0
    Up and Coming
    January 28, 2015
    Hey, just a possibly happy heads up! I was having the exact same issues as you were with UE4 for a very long time.

    "Alesh" wrote:
    As soon as I close it, the framerate jumps to 60FPS. So far so good. Now the problem comes up when I go fullscreen on this window with the Rift turned on. It switches to side by side stereo Rift mode as it should, but now my framerate drops down considerably to about 23-27 FPS (regardles of complexity of the scene).


    However, with UE 4.7 Preview 4, Oculus SDK 0.4.4, and nVidia Drivers 347.25 the stars have finally aligned for me and I'm able to run the Unreal Editor scenes in my DK2 (both preview and full build) without any problems! :D

    Some scenes like "Light Room Interior Day" are a little chuggy out of the box, but with a little optimization pretty much everything is running at 75fps locked with no modifications to screen percentage or any other quality reducing tinkering.

    Take a look when you have some time!
    Intel(R) Core(TM) i7-3930K; ASUS Sabertooth X79; NVIDIA GeForce GTX 780 (*2); 32768MB RAM; Window 7 x64 SP1
    Up and Coming
    February 16, 2015
    In my test scene on unreal 4.7 my results were as following:

    System 1
    Asus rampage iv gene (x79)
    16gb ram
    radeon 6950

    System 2
    Asus rampage iv gene x79
    16gb ram
    Asus strix 970

    System1 (40fps on desktop build), rift fps was terrible
    System2 (200fps on desktop build), rift fps was around 30

    I managed to run it at 40-50fps using "hmd sp 150", so thats 200fps in desktop mode, and rift mode 50.

    Now the following console commands helped me showing a presentation at around 40fps and remaining descent quality.

    press ~ to open unreal console
    stat fps (shows fps at your screen)
    hmd sp 100 (lowers some quality lowering raster over your model to acchieve higher fps)
    you can experiment with the number, hmd sp 50 gives low quality, hmd sp 200 pretty high and can lock up your system.

    Btw. The scene took over 20 minutes to load in because of the large obj files, so i am aware that i am really pushing it.

    Ofcourse i also assume that im missing some things where i should look at to increase some scene performance, maybe some lightning or unaware shadow calculations what are consuming all resources, but ofcourse looking for the "quick fix" dirty development solution.

    incase some one has a magical checkbox, i would love to hear that :lol:


    ... i also discovered that "hmd mirror off" can also contribute alot of fps, here is how to automate that.
    https://forums.unrealengine.com/showthr ... post140951

    And cyberreality his explanation about if the rift drops below 75fps, performance halves you can do some tuning to put vsync off:
    hmd vsync off

    Match your first display its Hertz (hz) with the rift, so put it at 75hz) 60hz seems to have negative performance. Although it sounds technicaly possible i can't confirm this one.
    Up and Coming
    March 5, 2015
    Added a second gtx 970 and enabled sli with newest drivers , exactly the same performance as with one gtx 970, now the quest starts.... :cry:

    It seems like dx12 is working in windows 10 preview after getting nvidia drivers from windows update, going to test it today.

    update: win10x64 clean install updated the gtx970 drivers and installed the nv control panel, dxdiag shows dx12. The oculus sdk crashes in directmode and i managed to show the demo schene using primary monitor same as rift resolution with rift landscape mode flipped.

    Update: i managed to run ue0.3 rollercoaster, paris hotel room 1.3 and my own 4.7.latest builds. i can confirm a fps performance boost from 30 to 40 fps at a large model, the rest of the world was locked to 75fps. This was without sli, im now going to setup sli for testing.

    Update: With SLI enabled by the nv control panel i managed to put out 60 to 75 fps at my test model, confirming sli is making a change. Very happy here, finally can walk around my couple gigabyte big model ! :lol:

    Ill make a post to start tracking changes, im sure other dev's want this power aswell, please test it out.