I have a not that good but not too ****** system:
Q6600 8gb gtx680 ( yeah i know, gtx680 with q6600 ?! lol ).
Anyways, i have to get the details and res really low for it to work on 60fps, otherwise it will jitter insanely, even on an empty scene with nothing but a single bsp cube. It gives me about the same jittering in an normal scene and in an empty scene, unless the res is very low.
In unity3d however, i get 75fps and it all works smooth ( I know you can’t really compare the visual effects, but, i get crappy performance in an empty scene in unreal ?! ).
Pokey
(Pokey)
February 26, 2015, 10:02pm
2
Dynamic lights and post process effects are usually perf killers
Unreal has lots of things turned on by default to make it look pretty, where Unity starts off real basic.
You could try this, from the other thread:
It’s a project I started. I managed to get good performance by doing the following (in 4.6.1):
1- Delete Skylight.
2- Delete all scene captures.
3- Make the Sun light fully static. Make sure there is no dynamic lighting used in the level whatsoever. Even partially dynamic is still a performance killer.
4- Open the level blueprint, create a Begin Play event and fire away the occulus rift via “stereo on” console command, and not “fullscreen”. Followed by a “hmd vsync off” command. You must do this in this event. Do not type them manually in the console.
6- Disable Motion Blur from Edit->Project Settings->Rendering.
7- Go to your Post Process volume, and under the Screen Space Reflections, make sure both Intensity and Quality are equal to zero.
8- If the FPS is still low, try to play with the “hmd sp” command. In my case, I didn’t need to modify it. A value of “hmd sp 100” should really help if needed.
9- Enable Precomputed Visibility and add its volume to the scene appropriately.
10- Go to Edit -> Project Setting -> General Settings. Find the last category, “Frame rate”, and set all values to “120” FPS.
Note: You must use the Direct mode. Extended mode was hopeless for me.
My scene is kinda big and has like 3000 actors placed. This process was really a nightmare, but hopefully this helps save time to anyone out there.
Dynamic lights and post process effects are usually perf killers
Unreal has lots of things turned on by default to make it look pretty, where Unity starts off real basic.
You could try this, from the other thread:
KK Thanks i will give it a shot.