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Performance hit and odd stuttering when compared to SteamVR in 4.17?

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    #31
    I've been having similar issues since upgrading to 4.17.

    It doesn't seem to happen in play in editor, only in packaged build. When I try to run in packaged build it seemed like the framerate was terrible when being displayed on monitor, and I was just getting black screen on Oculus. Closer inspection revealed that general framerate wasn't suffering, it's the Oculus tracking that's jittering. Animated actors in the backround were actually running smoothly, but the camera rotation was updating every half a second or so. It''s as if the window is out of focus (it's not).

    Setting vr.oculus.bUpdateOnRenderThread to false fixed the jittering on the headset tracking, however there was still no display through the oculus, and also the motion controllers still suffered the same tracking jitter.

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      #32
      For me, it was an Oculus splash screen issue. We removed all blueprint references to enabling the HMD splash screen, and handled fading manually, as it just wasn't fading back out for some reason. This fixed the stuttering and tracking issues, so no longer needed to use to console commands to fix them.

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        #33
        I can also confirm these problems, sneaking in post 4.16 (it seems). However, I believe it's unclear whether they're caused by Oculus updates, new GPU drivers, Win 10 creator update or maybe even UE related. All I can say is that the Oculus Rift had a heavy, mysterious performance impact a few months ago and there's no official word on the reasons (or even acknowledging the existence of the problems).
        NORD XR
        Visual. Virtual. Interactive.

        https://NordXR.com

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          #34
          Originally posted by Sharkster-NVR View Post
          I can also confirm these problems, sneaking in post 4.16 (it seems). However, I believe it's unclear whether they're caused by Oculus updates, new GPU drivers, Win 10 creator update or maybe even UE related. All I can say is that the Oculus Rift had a heavy, mysterious performance impact a few months ago and there's no official word on the reasons (or even acknowledging the existence of the problems).
          This is similar to what we have been experiencing. Everything was much more stable until 4.16, then started to become unstable (with multiple crashes and occasional BSOD's) with 4.17. This seemed to coincide with the switch to the new integrated Oculus Plugin, but could also be linked to a Windows upgrade, changes in the Oculus stack (server, client, home, etc.) or in the NVidia drivers. It is hard to diagnose because there seem to be few concurrent factors and not just one.

          On one of our development machines (a high-end Asus laptop) we started to get a consistent crash after each VR Preview with a notification like "Application OculusVR.exe has been blocked from accessing Graphics hardware." and a crash of the NVidia driver (nvlddmkm.sys).

          From time to time Oculus seems also to loose its settings and asks to be set-up again.
          CTO | Head of VR Development - Visit us at http://humanxr.com
          My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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            #35
            UPDATE: I narrowed down some of my GPU crashes on the ASUS development laptop to the presence of the SkypeHost.exe process running in the background. Once this process has been terminated (after which I uninstalled Skype/Messaging through the PowerConsole) I don't get any longer crashes/BSOD. Will keep monitoring and report back.
            Last edited by vr_marco; 01-03-2018, 11:17 AM.
            CTO | Head of VR Development - Visit us at http://humanxr.com
            My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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              #36
              So, this thread is three pages long now. Starting in Summer 2017 (!), there still NO official word from Epic about the reported issues. How's that even possible? Shouldn't anyone at Epic read this and go "Uhmm... there seems to be a problem if so many peeps are complaining for months." - Ignoring the subject doesn't help us devs nor our clients who moan about the performance, stuttering etc. We can't even give them an ETA for a fix. In fact, the problems weren't even acknowledged.

              How are we supposed to use UE4 for serious projects, if critical questions and reports are ignored for so many months?
              NORD XR
              Visual. Virtual. Interactive.

              https://NordXR.com

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                #37
                Originally posted by Sharkster-NVR View Post
                How are we supposed to use UE4 for serious projects, if critical questions and reports are ignored for so many months?
                I have noted good stability improvements with 4.18.2/4.18.3, NVidia drivers 388.59 and CPU overclocking turned OFF. 4.17.x still crashes like crazy.
                CTO | Head of VR Development - Visit us at http://humanxr.com
                My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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                  #38
                  Originally posted by Sharkster-NVR View Post
                  How are we supposed to use UE4 for serious projects, if critical questions and reports are ignored for so many months?
                  If you have critical questions for serious projects, answerhub is your way to go

                  Unreal Meetup Franken - Unreal Engine 4 Meetup
                  Hands for VR - Space HDRI Skyboxes [Marketplace]

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                    #39
                    Originally posted by vr_marco View Post
                    I have noted good stability improvements with 4.18.2/4.18.3, NVidia drivers 388.59 and CPU overclocking turned OFF. 4.17.x still crashes like crazy.
                    4.18.2 didn't do anything for us, but it's not about crashes anyway, but about significant post 4.16 performance drops, stuttering, tracking issues etc.

                    We have three Oculus Rift in use on multiple high-end rigs. So it's most likely NOT hardware related. It may, however, be related to Windows updates, NVidia etc. - The point about sudden stuttering and performance loss started in Q3/Q4 2017 and there are multiple threads on the Oculus and Unreal forums regarding that subject. Yet, neither forum came with a reply from officials. Zero response. Just like on this thread.


                    Originally posted by btengelh View Post
                    If you have critical questions for serious projects, answerhub is your way to go
                    Yea, I guess you're right and I will do that. I was just surprised that there are so many people reporting issues very similiar to what we experience, yet there's so few (i.e. none) official response on the boards. We're running our business on this... and it's very hard if you have to deal with issues that are totally out of your control or don't even get acknowledged. Anyway... thanks for your tip!
                    Last edited by Sharkster-NXR; 01-22-2018, 06:01 PM.
                    NORD XR
                    Visual. Virtual. Interactive.

                    https://NordXR.com

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                      #40
                      After doing some more tests with multipls rifts, various sensors and PCs, I'm now very sure that the problem is NOT UE related. You can reproduce the jitter and stuttering on older engine builds (pre 4.16). So, it must've sneaked in with a Windows, Oculus or maybe NVidia update... or maybe caused by more than one source.

                      The stuttering gets worse the more complex a scene is. ASW set to on also increases the negative effect. On a sidenote: I can't turn off ASW permanently. If I set it to off via the debug tool, it resets to "AUTO" every time I start OVR servce. If I use the Oculus Tray Tool (OTT) with auto-start on Windows launch, the OTT starts first, then the OVR service, resetting the ASW to auto again. Only chance to disable ASW for good is to launch the Debug Tool, AFTER I've started OVR service, disable it and THEN launch our VR app.

                      The whole Oculus experience is just a pain in the ***... They even removed the windows registry keys that once allowed you to permanently disable ASW.
                      NORD XR
                      Visual. Virtual. Interactive.

                      https://NordXR.com

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                        #41
                        Originally posted by Sharkster-NVR View Post
                        The whole Oculus experience is just a pain in the ***... They even removed the windows registry keys that once allowed you to permanently disable ASW.
                        Thanks for sharing your findings! Can you check one thing? With the Oculus performance HUD shown, when the stuttering happens, do you see frames being dropped and a downward spike in the Performance Headroom. Can you hit 90 FPS constantly or do you see it varying? Do you see any difference with AWS turned on/off?

                        Maybe we should move this discussion back to the Oculus forum and raise our voices.

                        CTO | Head of VR Development - Visit us at http://humanxr.com
                        My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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                          #42
                          Is your Windows 10 Game bar disabled? I've seen several reports of it costing a lot of performance. Here's how to turn it off: https://www.howtogeek.com/273180/how...-and-game-bar/
                          Did you try a clean install? If it's not UE4 relatd, maybe something else. Disable all virus scanners, background services, etc.?
                          Unreal Meetup Franken - Unreal Engine 4 Meetup
                          Hands for VR - Space HDRI Skyboxes [Marketplace]

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                            #43
                            Originally posted by btengelh View Post
                            Is your Windows 10 Game bar disabled? I've seen several reports of it costing a lot of performance. Here's how to turn it off: https://www.howtogeek.com/273180/how...-and-game-bar/
                            Did you try a clean install? If it's not UE4 relatd, maybe something else. Disable all virus scanners, background services, etc.?
                            Optimizations can surely be done on development computers, but the point is that it should ultimately work well on regular user's computers, to whom you cannot ask to uninstall standard applications/features just to make your own product work as expected.
                            CTO | Head of VR Development - Visit us at http://humanxr.com
                            My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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                              #44
                              Originally posted by vr_marco View Post
                              Can you hit 90 FPS constantly or do you see it varying? Do you see any difference with AWS turned on/off?
                              We don't aim for 90 FPS, as we do quite demanding visualizations and real-time configruators. At that level of complexity, we cannot reach 90 FPS on an HMD although our scenes are somewhat optimized (not as optimized as e.g. a 3D shooter, but coming from the games business, we do have an understanding of optimizing scenes). Plus, we sell the complete system... hardware, software all bundled in a nice case, ready to be used "out-of-the-box".

                              We can pre-configure our systems completely. The standard configuration for our PCs (notebooks) is a GTX 1070 (8 GB video RAM), current i7 CPU, 32 GB of RAM, SSD etc. Eveything that should make the VR experience as fluid and smooth as possible. Yet, even with the comfort of being able to pre-configure the entire system, Oculus doesn't allow us to e.g. permanently disable ASW (which smoothes the stuttering noticable, if turned off). With ASW on, the stuttering sometimes (maybe in 2 of 10 cases), the stuttering becomes so bad, the whole experience is simply not at all bearable.

                              Now, you might think that our visualizations are simply too demanding hardware-wise, but that's not true, as they run at solid 45 FPS. Plus, with the new Oculus Home screen the stuttering and jitters are even noticable with just the Home screen open. And I'm 100% sure everything used to run a whole lot smoother, when we first decided to use Oculus Rift for our systems. Even if the current issues may probably not be Oculus' fault alone (as there might be multiple sources such as NVidia or Windows), I fail to understand, how I cannot configure my hardware according to MY preferences (ASW off). That's just insanely arrogant or at least ignorant of Oculus.


                              Originally posted by btengelh View Post
                              Is your Windows 10 Game bar disabled? I've seen several reports of it costing a lot of performance. Here's how to turn it off: https://www.howtogeek.com/273180/how...-and-game-bar/
                              Did you try a clean install? If it's not UE4 relatd, maybe something else. Disable all virus scanners, background services, etc.?
                              I will try and disable the "game bar", although I believe that the expensive part of the game mode, game bar etc. ist the optional DVR recording. And that's already turned off on our systems (as it's off by default). But thanks for your reply. I'm always interested in new things to try out.

                              The systems are by definition "clean installs", as these are PCs we're going to sell with our content. They carry only Windows, Oculus and UE stuff. No other games, tools, system hacks... nothing.



                              Originally posted by vr_marco View Post
                              Maybe we should move this discussion back to the Oculus forum and raise our voices.


                              I will do some more research today and then probably open a comprehensive thread on their forum. Also opening a support ticket with a reference to that and this thread (and the multiple other threads on the web where people moan about issues like this... The web is full of it. And also full of the usual recomendations... that I've all tried - no fix in sight). It's kinda funny how Oculus invests money in developing a new colorful Home screen, when you can't even enjoy it jitter-free. :/
                              NORD XR
                              Visual. Virtual. Interactive.

                              https://NordXR.com

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                                #45
                                Sharkster-NVR Just read that the author of the Oculus Tray Tool is working on a new version supporting the 1.22 API. That may help with the ASW control issue. This said, ideally the whole pipeline should work out of the box, without the need of any tweaking tools.
                                CTO | Head of VR Development - Visit us at http://humanxr.com
                                My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

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