PC->VR application in developer mode under unreal 5.1.1
The characteristics of the computer:
pc windows 10 64 bit
128 GB RAM 4 x 32 GB 3600Mhz
AMD Ryzen 7 5700x 4.6Ghz processor
M.2 Nvme 1TB ssd hard drives
Nvidia RTX 4090 graphics card
all drivers are up to date.
Connected in a wired network to an Archer C80 Wifi 5 router then by wifi to a Quest 2 or Quest pro
The headsets are configured with a dynamic connection at 200 mb/s.
The refresh rate is 72 hertz and the resolution is also default.
The intensity of the wifi is of excellent quality at 5Ghz
Scene settings in unreal:
Using unreal’s default VR template + Nanite and lumens enabled.
There is only one directional light on the stage set
1 single level of games with:
116,000,000 triangles
320,000 kb in size
1.8 GB of total textures with a maximum resolution of 2048px on the side including a short looped video.
In the scene we imported mainly Staticmesh via Datasmith, some fbx.
There is no particle system or physics simulation.
It’s just a simulation of a walk in a city environment, no AI, no crowd…
When we generate the executable and/or from the editor everything works perfectly!
As soon as we add moving objects (characters with animated skeletons imported from anima or an animated carousel in 3dsmax) we have artifacts
that appear only when we move our head sideways (rapid movement).
These artifacts only appear in the headset but not on the monitor (the more you add the longer and more visible these artifacts are) except in mirror mode.
These artifacts look different from lens to lens and they go from the outside of the lens towards the center.
When we increase the pixel density of the VR headset (in oculus debug tools) the problem increases.
Namely that when the executable works, the pc uses 30% of the RAM, 50% of the CPU and 20% of the GPU.
On the other hand when we are in the oculus debug tools the frequency drops to 25 hertz (70 being the optimal number) and the time of the gpu of the application rises very high at 30 milliseconds.
This test scene was only 116,000,000 triangles for 380,000 memory and 410,000 kb of textures.
In this scene, we have imported an anima scene with 150 rigged characters (only): the problem is very present
In this sequence we then deleted the rigged character and added about fifteen 4D characters (only): the problem is present.
Here is a non-exhaustive list of the tests we have done, it follows that there seems to be a problem when we import animated objects in version 1.5.1 and when we do it in version 1.5.0 there is a lot less present.
Test 1/ in our scene opened since version 5.1.1 we import our anima scene (about 150 characters), and generate the executable, when we try it, the scene is unusable, there are a lot of artifacts!
Test 2/ We do the same thing by importing only about 10 rigged characters and generate an executable, when we try it, there are some artifacts and the more we reduce the number of characters the less artifacts there are!
test 3/ in our scene opened since version 5.1.1 we import no rigged, but 4D characters, we also have artifacts and when we reduce their numbers the artifacts are less and less present!
Test 4/ We opened the scene of test 2 but since unersion 5.1.0 and generated the executable, when we try it we have exactly the same result as in test 2 (it is therefore not the generation of the executable executable which is in question because we have strictly the same thing in both cases).
Test 5/ We opened the test 1 scene in version 5.1.0, deleted all the characters in the scene and in the project, we re-imported our anima scene with the 150 characters, generated an executable and when we try it, there are almost no artifacts.
Test 6/ we opened our test 5 scene in version 5.1.1, then we generated the executable, the problem is very present
Test 7/ We completely empty the scene except the sky and the ground (with a simple single material) and as soon as we import the characters from version 5.1.1 the artifact problem appears.
Test 8/ We did the same thing with version 5.1.0, there is no problem.
We think it’s just the trick of importing the animated elements, but looking for a solution to this problem, anyone have any ideas?
Thx