So I am trying to develop an immersive AVP Game. After optimizing a lot for VR gaming the main problem I noticed is that the fps drop significantly when rotating the camera. If I move the camera along x,y,z through the world the fps stays high even when culling is activated. But when rooting the camera even with an empty level the frames drop from 120fps to like 70-80. As I need pretty high frame rates for the AVP, I guess fixed 90fps, that’s a big problem. Especially as the AVP seems to have big problems with switching frame rates. For example it seems to be better to use 45fps fixed than 50fps as the AVP expects or reuses the frames to fit 90fps. When using 50fps it seems to make weird interpolations of the pictures. 45*2=90 so it keeps the frame for 2 “frames“.
Any idea how I can maintain the high and stable frame rates when rotating the camera for example with head movement? I read it may be of how UE recalculates things that cause the frame drops.
Thank you for the tip! I will test it and let you know if this fixes my problem. While flying over the repo I saw some settings I already implemented. It’s really hard to meet the conditions but with the engine frame drops from starting point it’s even harder.
@ZyLogic So I tried installing the fork but it’s not working for me. I did everything as the manual said and after fixing errors in the code (mostly explicit conversions for example int float) I was able to build the ShaderWorker and 620 Binaries of the Engine but then it kept failing.
After hours of extensive trail and error I found out that there need to be an input problem. When turning the camera by moving over the Mac trackpad (which simulates head movement on avp) the frames drop to half, I guess recatching another frame rate. (from here everything is standard from UE side so no work from my side was done or manipulated)
By accident I found out that pressing the trackpad with two fingers and moving (like w a s d q w e) the frames stay same. But after lifting one finger I enter some kind of mode to rotate like swiping over the trackpad / moving the head but without frame losses.
The main problem is now how can I recereate this movement/input? Im not sure what kind of different movements are triggered by my inputs. I guess there could be an event spamming when using the trackpad while gliding over it.