I’m back with some numbers; I barely know what I’m looking at, but what I’m hoping is that it sparks enough of a concern to have it looked into by Oculus and Epic. I used Vehicle Game (completely unmodified) to test because it’s something that has a fair balance of CPU and GPU going on, and anyone else can download it to replicate these results.
I created a project in 4.8.3 and 4.9.1, and took screenshots with stat unit, and stat fps displayed. I apologize that I don’t know how to more efficiently benchmark than this. I couldn’t get the more advanced render stats to draw on the VR screen, such as the draw calls and render query result stuff. I took two samples from different points in the track to rule out anomalies (I started with 3 on the first couple of tests as you can see, but I realized that it would be a nightmare to type out, hopefully two is enough)
I used 4 tiers of quality settings in each Engine + Runtime combination just to be thorough, and in hopes that people smarter than me might find some pattern:
- ‘Epic’ settings in Engine Scalability menu with all post process settings at default
- ‘Low’ settings in Engine Scalability menu with all post process settings at default
- ‘Epic’ settings with AA, AO, Bloom, Lens Flare, and SSR OFF
- ‘Low’ settings AA, AO, Bloom, Lens Flare, and SSR OFF
All of the benchmarks used 100% HMD screen percentage
4.9.1 with 0.7
•Epic
FPS 47.50 47.72 47.60
Frame 20.00ms 20.35ms 20.36ms
Game 4.40ms 4.12ms 4.00ms
Draw 9.12ms 8.22ms 5.18ms
GPU 20.27ms 19.98ms 19.81ms
•Low
FPS 47.70 47.72 50.36
Frame 20.35ms 20.35ms 19.63ms
Game 4.37ms 4.09ms 4.06ms
Draw 10.40ms 8.37ms 4.97ms
GPU 20.01ms 19.88ms 18.90ms
•Epic with AA, AO, Bloom, Lens Flare OFF
FPS 52.54 74.99
Frame 19.64ms 13.33ms
Game 4.41ms 3.73ms
Draw 8.37ms 5.13ms
GPU 20.25ms 13.36ms
•Low with AA, AO, Bloom, Lens Flare OFF
FPS 74.99 75.02
Frame 13.34ms 13.33ms
Game 3.93ms 3.66ms
Draw 7.84ms 4.34ms
GPU 13.38ms 13.36ms
4.8.3 with 0.7
•Epic
FPS 57.34 62.25
Frame 16.40ms 10.47ms
Game 4.22ms 4.16ms
Draw 5.06ms 8.34ms
GPU 15.80ms 16.76ms
•Low
FPS 58.83 64.23
Frame 16.83ms 15.53ms
Game 4.33ms 4.36ms
Draw 9.67ms 5.20ms
GPU 16.58ms 15.56ms
•Epic with AA, AO, Bloom, Lens Flare OFF
FPS 74.98 75.06
Frame 13.33ms 13.33ms
Game 3.95ms 3.65ms
Draw 8.37ms 4.04ms
GPU 13.33ms 13.32ms
•Low with AA, AO, Bloom, Lens Flare OFF
FPS 75.12 75.01
Frame 13.33ms 13.33ms
Game 3.93ms 3.91ms
Draw 4.28ms 7.93ms
GPU 13.35ms 13.31ms
4.8.3 with 0.6.0.1
•Epic
FPS 75.12 74.97
Frame 13.33ms 13.33ms
Game 4.06ms 3.65ms
Draw 8.66ms 4.40ms
GPU 13.32ms 13.33ms
•Low
FPS 74.96 74.08
Frame 13.34ms 13.77ms
Game 4.00ms 4.77ms
Draw 9.69ms 5.23ms
GPU 13.35ms 13.81ms
•Epic with AA, AO, Bloom, Lens Flare OFF
FPS 75.00 74.97
Frame 13.33ms 13.34ms
Game 3.95ms 3.90ms
Draw 7.87ms 5.01ms
GPU 13.33ms 13.32ms
•Low with AA, AO, Bloom, Lens Flare OFF
FPS 75.05 74.98
Frame 13.33ms 13.33ms
Game 4.04ms 3.91ms
Draw 7.93ms 4.73ms
GPU 13.33ms 13.35ms
In conclusion of these three benchmarks, at 100% HMD SP, the lowest possible settings I could achieve with both 4.8.3 and 4.9.1 with runtime 0.7 barely keeps up with the highest possible settings with 4.8.3 and runtime 0.6.0.1: heavily implying that the issue is with Oculus’ runtime. These benchmarks don’t reflect frame time variance, which 0.6.0.1 also performed better at even when the performance was comparable between the two runtimes.
Out of curiosity, I also benched 4.8.3 and 0.6.0.1 with an increased HMD SP, trying to achieve similar performance to the bad 0.7 results. The result was that @ 130% HMD SP, 4.8.3 + 0.6.0.1 was roughly as performant as 0.7 @ 100% HMD SP.
•Epic
FPS 58.98 69.99
Frame 16.72ms 15.02ms
Game 4.28ms 4.07ms
Draw 7.84ms 5.76ms
GPU 16.44ms 15.56ms
•Low
FPS 58.84 59.82
Frame 16.82ms 14.99ms
Game 4.29ms 4.14ms
Draw 9.63ms 4.87ms
GPU 16.53ms 13.94ms
•Epic with AA, AO, Bloom, Lens Flare OFF
FPS 74.98 69.55
Frame 13.34ms 14.23ms
Game 4.10ms 4.22ms
Draw 4.79ms 7.82ms
GPU 13.51ms 13.92ms
•Low with AA, AO, Bloom, Lens Flare OFF
FPS 75.03 75.16
Frame 13.34ms 13.33ms
Game 4.15ms 4.05ms
Draw 3.17ms 4.75ms
GPU 13.35ms 13.33ms
I have saved all the screenshots with stats, if Epic wants I can annotate them and upload somewhere, but the numbers written above are those results converted into a text format. I’d really appreciate it if this was replicated at Epic so that the information can be forwarded in an official manner to Oculus or whatever it takes to fix this. My hardware is as follows, but looking at the other responses in this thread, I’m positive it is not just my specific set up that’s affected:
4GBGTX 680 (stock)
3930k@3.20Ghz (stock)
32GB RAM