I’m working on a VIVE VR project and currently doing optimization work. Project runs at stable 90 frames, at least that’s what “stat fps” is showing. I’ve gone through testing all sorts of things among which are:
- Removing all of the art from the test level
- Disabled all logic called every frame (on tick)
- Changed collision from auto convex to basic box ones
- Turned down all scalability settings to the lowest
Static mesh statistics are as follows:
I’m running out of ideas where to look for reasons for performance drops. With screen percentage set to 100, whole level and gameplay logic with ticks enabled I only get small jitter when moving head up, down, left and right.
As soon as I go for 130 SP jitter when moving camera and motion controllers is significant and breaks the experience whatsoever.
When recording the session for front end tool I get strange result with FViewScenePreDrawCommand:
Game Thread looks as below:
Apart from these, everything else is simply waiting for the events.
To sum it up. Please feel free to ask any questions, or throw some pointers. Anything is appreciated.