So I have a game that when I run it using vr preview I get a good 100fps in my oculus with 95% performance head room. But once built and checked with the same tool(oculus debug tool) I get 65fps and negative 75 performance headroom???
there is only 1 light and it is set to static.
there is only 15 meshes in the game and all is good. and optimized
engine ue 4.23
build: oculus rift(windows 64)
VR preview stats:
frame: 8.33 ms
game thread: 4.89 ms
draw: 2.56 ms
gpu: 8.31 ms
Built game stats:
frame: 12 ms
game thread: 7 ms
gpu: 9 ms
draw: 0.2 ms
These settings don’t seem to do anything in a packaged game but do in vr preview?
I’m also using get game user settings and setting all to 0 for testing and its not even changing anything in the packaged game it still runs with the same
bad stats.
my map is super small. its just a skybox and a platform to stand on.
everything looks great until I compile it…
even changing sg.ResolutionQuality To 10 don’t seem to affect anything at all.
It does make the screen blurry but its odd because draw calls go up when setting it like this? like WTF?
More info about this. so i decided to show engine content and the engine folder had like 57 redirectors? what in the world did you guys do to 4.23 before you abandoned it for 4.24???
I have never modified engine content I KNOW BETTER… so I fixed up all redirectors and still running like **** after compile but runs great in editor.
doing the verify engine brings back the 57 redirectors in the engine content folder? WTH…
I finally figured out what my problem was after lots of testing. Not sure if this applies to you since you’re using a blank level, but i was using a low res scene capture for a scope on a sniper rifle, and i guess scene captures (regardless of resolution) drop my frame rate to below 1 fps in a packaged build. (Followed by a crash after a few seconds because it runs out of vram…) Very odd since it runs buttery smooth in the preview. I’ll look for an alternative or some way to fix this, but it does suck that it’s an issue that shouldn’t exist in the first place. I’m hoping this discovery can be of some help to you, and I wish you the best of luck. Also don’t even get me started on fortnite lol
Yea, I don’t have and scene captures. 4.23 is broken to crap. I updated to 4.24 and the issues went away. however testing in 4.24 I see your issue with scene captures. even one with a resolution of 25x25 causes huge lag amounts. they seem to have broken them. I guess I’ll make another bug report that will get ignored again.
you can try setting Cvars to lower your overall quality goto window>development>device profiles and under windows add the first 8 performance settings to the array and setting the scalability settings to low like this: 0 = low 4= cinematic
These settings are the scalability settings without setting them here your packaged build will always use EPIC setting oddly.
the settings below are only “IN EDITOR” but need to be global. why have the settings be only in editor?
so you have to do more work than needed to apply them to the game build… WHO KNEW >:(
yea. i meant to @ victorlerp. i didn’t notice that sorry. the issue is fixed. it was building for production and that seems broken. it builds perfect with for development.
I had a similar issue, turns out that r.SceneRenderTargetResizeMethod was the issue. Try packaging a development version and set it in the console with r.SceneRenderTargetResizeMethod 2