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
in my gameusersettings.ini i have this:
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
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?
my simple scene: