Hi, I’ve been using an Oculus Rift for motion tracking (similar to this stream) but have been getting very odd lag. When I open the project everything runs fine at a high frame rate, but as I play the project more and more it continues to lag until it eventually crashes.
I’ve checked stat gpu and the gpu visualizer and the lag is being caused by post processing, namely “EditorSelectionOutlines” and “CompositeEditorPrimitives.” When I disable the composite editor primitives in the developer view menu, I gain most of my FPS back for a time. I’ve tried disabling other post process effects to no avail.
As the lag gets progressively worse the longer I use the engine (anim BP windows really slow it down too) I’m wondering if it’s something else? Are the simulations stacking and lagging? I thought it was Oculus Home but disabled that which helped a little. The scene I’m in is very simple and the animBPs are no more complex than what’s shown in the stream.
Crash Log:
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
Stat GPU has 70+ ms draw call for postprocessing but nothing else is very high.
There are two “scenes” in the GPU visualizer, each with a high postprocessing output.
Let me know what other info I can provide
Thank you!