HTC Vive fps drops to 45 when loading level, 90 when same level is game default

So I currently have 2 levels.
First one is a kind of a home room, from which you can select one of 3 different levels (I currently have one of those) and load them (blueprint load with “open level” command).

So when “home room” level is default game starting level it works on 90 fps. Once I load first level fps drops to 45 and stays there. When I put “load level” in first level blueprint back to home room, it still stays at 45, even though it was working perfectly when i started the game, at 90 fps.

When i skip the homeroom level, putting level1 as my game default level, it also works perfectly running at 90fps.
Btw, I’m using pawn, gamemode and settings migrated from this steam template: Steam VR Template - XR Development - Unreal Engine Forums

Any help, I have a deadline coming in 2 days…

I haven’t had the issue myself and don’t have a vive around to test so this is not a tested out solution.

But I could imagine it doing something weird with the FPS settings.

In your “Project Settings” under “General Settings” you have a tier called “Framerate”.

Try to bump the “Min Desired Frame Rate” to something like 75 and the “Smoothed Frame Rate Range” between 75 and 110 or something like that.

You could also try to fix the framerate at 90 or something acceptable though I’m not 100% sure what it’ll do when it would usually drop below that… so… yea. That might end bad.

Hope you get this fixed in time!

Is this happening in editor too or just in shipping builds?

If only in the final build, there is an issue right now with default screen resolution on the Vive, making it lower than it should be. When changing the level, the resolution resets to the correct one, which is higher, making it more performance demanding.

What you could try to get performance up is a console command execution on BeginPlay with “r.ScreenPercentage 100” (default is usually 140, and this is more or less SuperSampling).

Cheers,

this was it. i had supersampling ( “r.ScreenPercentage 150”) in both level blueprints, tied to “event begin play”. it only took effect after reloading level.