Not getting enough FPS on Quest 2

Hey ya’ll,

  I’m asking this question concerning a VR project targeting Meta Quest 2, made using Unreal Engine 4.27.2 . 

Description:

  The problem is that we’re not achieving the target fps of Quest 2, i.e. 72fps. When the game starts, we start at 72fps, but as we traverse through the level, the fps fluctuate a lot, ranging from fps drops that go all the way down to 45fps and back up to 72fps. The problem occurs when the player looks down the street where the game starts, although, if traversing backwards, the fps stays constant 67-72. Yet if we look back, the fps drops. This problem presists no matter where the game starts from, the area in front of the player start is always the hotspot for FPS drops. We presumed it was a code issue but the results from debugging done by using the stats console commands have depicted it not being a code issue, but rather a graphical issue. It clearly seems to be a graphical issue.  Several attempts have been made to solve this issue, including lowering the graphics to the lowest settings possible and yet the issue persists. I’m writing down the list of things we’ve tried so far.

1)Occlusion culling (Literally where nothing is visible past 5 meters)
2)Precomputed visibility
3)HLOD
4)Level streaming by splitting the level in 4 chunks
5)Using a small section of the map removing the rest
6)Got rid of post process volume
7)Got rid of all point lights on the map
8)Used removed screenpercentage values as low as 50
9)Got rid of several assets that weren’t in use or in player’s view

Can anyone help with this???

Hi, do the console command “stat unit” and check what takes so much milliseconds. Also you can dig deeper with Unreal Insights or the command “profilegpu” in the console. Note: The scene gets rendered two times in VR since there is two eyes.

Let me now how it goes!

Hi! We tried that. GPU is taking the most milliseconds… but here’s the thing, even after ridding the map of EVERY heavy thing, it still doesnt help…

Can you give me more information around the GPU? Something like a picture of the profilegpu, and how many millseconds is the GPU at? From my understanding it should not be over 16ms since 16.6ms is 60fps.

hey! well for some reason we cant take a screenshot or even record the profiling data using profiler… but the GPU fluctuates between 10ms and 20ms… so yeah i guess its bad