Comparing Unreal 4 VR to Oculus DK2 Configuration Utility "Show Demo Scene"

I’m curious if anyone has seen/experienced unreal 4 VR content that feels as rock solid as the “show demo scene” desk with cards scene that comes with the Oculus Configuration Utility.
When I view the Demo Scene and shake my head, the image always is rock solid with no visible ghosting or judder. However, everything I view in Unreal has significant ghosting/judder when head shaking and just doesn’t feel as rock solid. Frame rate doesn’t really appear to be the culprit, as even starting with a blank scene, and with the frame rates hitting 120-140 in the rift, the ghosting is still the same as a big scene in the 30-40 fps range. I can cycle through wireframe, unlit, and lit, and the ghosting when head shaking is always there. I just tried the Couch Knights demo, in both vr preview in editor, and as the released stand alone game, and that has the same ghosting, or judder. Nothing I have found so far seems to change/fix the ghosting.
Is anyone else experiencing this ghosting? Is it possible to get Unreal running as solid as the “show demo scene”???

Here’s the specs on my computer, if that helps. I’m also running 2 additional monitors besides the rift, if that could be effecting it.

Motherboard MSI X99 SLI Plus Black Motherboard - Can do 3-way SLI and Crossfire
Processor Intel Core i7-5820K Processor - 6 Core 15MB Cache – 3.3GHz (3.5GHz TurboBoost) w/ Hyperthreading
Memory Xidax Extreme DDR4 2400MHz Memory - (2x8GB)
Power Supply Corsair RM850W Power Supply - Gold Rated. Fully modular cabling, and optimized for silence.
Graphics x2 NVIDIA Geforce GTX 970 in SLI -

Any info or suggestions would be greatly appreciated, Thanks!

Firstly, yes. I get rock-solid experiences in UE4 generated scenes… otherwise I’d use something else!

I’m guessing that SLI is killing your performance. SLI is currently not compatible with the rift, as it generates huge latency. Use only one GPU, and let us know how it works!

Thanks for the information. Checking in the NVidia control panel, SLI was already disabled. The DK2 is plugged into 970 #1 , and an apple cinema display and a wacom cintiq are plugged into 970 #2, so it should already be using just the one gpu for the rift. I am running in extend to desktop mode as I have not had any luck getting direct mode to work. I activated the SLI to see what that would do and it just caused unreal to crash with the rift, so I’m pretty sure I’ve been running non SLI already. I’m looking at a simple scene that when I turn everything down is hitting 250-280 fps on the rift, but still has the ghosting.

What do you mean when you say ghosting? Black smearing or ghosting around the edges of objects (not just darker ones)? Do you have a good VR post-process in your scene? Are you using the VR template or not?

I’m not sure if what I’m seeing is called judder, but it is a ghosting effect when moving my head that causes me to be seeing several images smearing instead of one rock solid one like the oculus demo scene. I am using the rift first person template, but I also get the same effect in a default scene template. Its mostly noticeable around edges, but not just dark ones. With vsync on I get about 30 fps, but with it turned off its around 120. I see no visual difference off or on.

You want vsync on and with DK2 you want 75 fps in direct. You might want to copy over the PostProcessSettings from the CouchKnights demo. It will eliminate a lot of the pretty effects but boost framerate.

So this ghosting problem was not just happening with unreal, but with almost all demos I was trying. What seems to have fixed it was changing my Windows 7 theme from an aero theme to windows basic theme. It’s made a HUGE difference and now everything feels much more solid.

Its worth mentioning that the show room demo in the oculus config tool is a very performance friendly scene.

You can actually access the the FBX file for this scene and import them into unreal, the reason the performance is so good is that the texturing and the lighting are all baked into just a couple of textures meaning that the scene is effectively an unlit scene with unlit materials…no lighting, no PBR, no special effects, by doing this the performance will be rock solid meaning less latency.

I have remade the scene in Unreal and they behave identically.