What are you running that is causing a 980 to have problems? Is this a project you started, or are you grabbing something like the elemental demo?
Maybe for testing but when they showed the EVE game the used SLI 980
“You can see the video above, a tour of the various demos, toward the end we check out the EVE: Valkyrie setup - with four PCs running GeForce GTX 980 SLI, and the Oculus Rift DK2.”
There is more sites about it, just grabbed the first one on google.
This is very stupid that they can test it on SLI and we cant. So whats the point in making a technology for ultra turbo computers and using a brand new sli technology if we devs cant use it? I talked many times to nVidia about it and they told me that the VR tool for SLI and performence boost will be available when Oculus will release CV1. Whats the point of all of this ****? This is so annoying. I do have 2 x 970 and I cant even use it BUT Oculus and some game company have access to it and they cant share it. Whats the point making games for such comp specs if we cant? There is a monopoly for it or what? They say to as to REDUCE everything but they use different technology than we use.
This… makes me a bit irritated, I must admit. I’m trying my hardest to design a project I’m working on, that requires VR specific boosts to the driver. Not too mention DX12 and Windows 10. It looks like we’re going to have our tails in the wind when CV1 comes out, since the major corporations lack of indie development is quite poor at the moment. From what it looks like, UE4 for us* won’t include DX12 until it’s publicly released with Windows 10.
The thing is, it is all well and all if the major companies were developing projects solely for VR and that there would be quite a number of VR applications when it hit, but seriously, a company/studio will not, nor should they, devote the necessary resources into a product that is 1) Un-tested in the wild, and 2) Will not go mass-market for the first revision. So that leads the indie community with the job of releasing content. This will be good for the entire industry as well as the indie developers, as we are able to take more risks that AAA companies, quite frankly, cannot afford to take.
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What are you running that is causing a 980 to have problems? Is this a project you started, or are you grabbing something like the elemental demo?
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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.
As far as performance goes, there are 2 things you should ensure both for the development tool, and for a consumer product. (Don`t forget that there are many people with many different rigs)
These 2 options are essential :
Screen percentage.
Post process Effects.
Between these two options you will be able run most games or your own game with varying qualities, and setting these up in menu un game will really help you to see the limits of what similar systems to yours can handle at different qualities. And as a consumer, you would want these options to suit your system.
Have an option to select screen percentage from 40 - 300. This setting along has drastic and noticeable impact on quality over performance.
Also have an option for post process - eg in 5 stages - 0%/ 25%. 50% 75% and 100% Again each setting in the post process will have an effect, and some such as motion blur, lighting etc will also have a drastic effect.
Dynamic lighting can also be a huge performance difference, but some scenes may need it, so its down to balance.
So no dynamic lighting for oculus ?
If performance is poor on a GTX 980, you’ve got to be something wrong. Seriously, the most powerful GPU on the market to date.
If you want performance, yes. Avoid it.
I have a rich scene, with so many stuff in it. However, as I posted above, I managed to get it to perform well specially after disabling all dynamic lighting.
Would removing reflection capture actors from a scene improve performance?