UE 4.6.0 and Oculus 0.4.3 huge bugs

Can you (or someone else who has the same) make a couple screenshots for me? Enable grid by ‘hmd grid’ command and look at something close in 4.5.1 and 4.6.0. Try to put the object you are looking at in the center of the left eye grid in both cases, so the difference between 4.5.1 and 4.6 would be obvious.

I talked to our video driver guy and he said it is a known. You must turn Aero on to avoid the.

It drops down to 37.5 when your game is unable to reach stable 75 fps. is the way to handle low frame rate, in any case, VR experience at frame rate between 37 to 74 won’t be good, you’ll all kind of artifacts (tearing, judder, etc).

one I don’t know. Try to run test with -emulatestereo command line option and see if the is still there. It could be a problem of stereo rendering in general rather than Oculus-related. Also try it in Extend mode.

Regarding to the #1: I’ve just compared 4.5 + 0.4.2 vs 4.6 + 0.4.3 (see the attached screenshot). No difference in the stereo for me…eaa64e1fe659ea68953af796fbeda048600706cc.jpeg

4.6 + 0.4.4 shows the same result, btw.

Some further tests w/hmd vsync off:

Extended mode, UE 4.6 (official repo), ORv.0.4.4 : 70-75fps
Direct mode: UE 4.6 (official repo), ORv.0.4.4 : 70-75fps

Older UE demo (same content) w/hmd vsync off:

Extended mode Mode, UE 4.3.1 (official repo), ORv.0.4.4 : 80-85fps
Direct mode Mode, UE 4.3.1 (official repo), ORv.0.4.4 : 80-85fps

Edit: In any case, seems like system requirements has fluctuated a bit since July with changes applied to Unreal Engine and Oculus drivers and everyone should go over and do another optimization pass for targeted hardware.

[Cap’n Obvious ON]The difference in performance in Extended mode between 4.6 and 4.3.1 shows that something has changed in UE rather than in Oculus. Need to profile both version to figure out what is that exactly.[Cap’n Obvious OFF]

Yes, in version, it seems that there’s probably a that got turned on by default that is not as performant in stereo. We’d love to know what that is :slight_smile: 4.3.1 to 4.6 is a big jump, and lots of rendering settings have changed in that time, which could be impacting performance. We bench internally on consistent maps between versions (Couch Knights is a great metric, but we use others). As the engine grows and matures, the default rendering settings fluctuate. Unfortunately, that’s something that you need to be cognizant of as you update versions. The first thing to do is benchmark your content to see if there are rendering tradeoffs you have to make.

Parallel rendering can be enabled with r.RHICmdBypass 0 in the console. You can set it in your DefaultEngine.ini if you want to use it permanently.

that instant CRASH my demo.

I submit the crash

was something weird now works, i lost 3fps with RHICmbBypass :confused: hope he have more luck :stuck_out_tongue: