Just to update
After doing some checks, Unreal engine vr template, which is basically an empty scene, takes 8-11ms to render which is nuts seeing as for VR we cannot go over 11ms. So as a developer I have less than 2ms and sometimes no extra ms’s to work with, otherwise I get frame drops by missing the 11ms/90FPS mark… This is pretty bad, and there are noticeable spikes from the profiler that are present before I even start working on the project. These spikes that are there from the start already put the game below 60FPS and we need 90FPS. How can anybody develope VR on an engine that cant beat 60 FPS initially.
I have a very nice pc with top gear and 1070Nvidea gpu, plus lots of RAM
These spikes are in in GameThread > FrameTime > Deferred Tick Time > FTicker_Tick> Self(FTicker_Tick) and start at 11ms but is at 26 ms by the time GameThread is done.
This is also in 4.17
4.18 as well + has a screen warping issue nobody has solved for WMR
4.19 Freeze issue happening for VR people