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???