The long and short of it is they have decided that we cant be trusted with Vsync.
Now to be fair, they may have a point as I know of at least one demo where they temporarily disabled VSync during level streaming to stop the framerate being halfed to 37.5fps.
There answer as far as profiling is to use there new perfmon utility or to profile with the -emulatestereo commandline switch.
I haven’t tried the new method yet but disabling vsync was a very easy way to check your real fps and see how close (or far) you were from hitting 75 fps in each part of your scene… Hope it’s still as easy.
You’ll have to wait until epic add the console command to the plugin unless you want to add it yourself.
But the standard fps counter with qahead enable will still give you an average fps.
If you want to add it to the plugin yourself you’d need to edit OculusRiftHMD.cpp
after
else if (FParse::Command(&Cmd, TEXT("PROFILE"))) // profile
{
Settings->Flags.bProfiling = !Settings->Flags.bProfiling;
Flags.bNeedUpdateDistortionCaps = true;
Ar.Logf(TEXT("Profiling mode is currently %s"), (Settings->Flags.bProfiling) ? TEXT("ON") : TEXT("OFF"));
return true;
}
Insert
else if (FParse::Command(&Cmd, TEXT("PERFMON")))
{
FString CmdName = FParse::Token(Cmd, 0);
if (CmdName.IsEmpty())
return false;
int32 i = FCString::Atoi(*CmdName);
if (i >= 0 && i < 3)
{
ovrHmd_SetInt(Hmd, "PerfHudMode", i);
return true;
}
}
Then you should be able to use
‘HMD PERFMON 0’ to turn off
‘HMD PERFMON 1’ for latencys
‘HMD PERFMON 2’ for framerate
Thanks opamp77. Requested to include your code in the next release on answerhub (I’m using UE4 binary and I failed to expose this command to a blueprint node :o)