VR Previewing Level: Should I check FPS in Windowed or Full Screen Mode?

I am building an environment for a personal VR project, and I would like to monitor my FPS as I go.
I have Show FPS enabled and I am testing my project as I go using a first person character.
When I preview the project windowed and then switch to full screen mode (F11), the FPS drops from 100-110fps to 60-75fps.

I am just wondering which results (full screen or windowed) while testing in the editor are more reliable in relation to the potential fps in VR.

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Is it VR in the editor? When you run the game in VR mode, it requires rendering 2 images into 2 different viewports(for your 2 different eyes), so it’s normal that your FPS drops almost twice as much.

So you want to monitor FPS how you’re gonna play it: when you run it in VR.

Also, keep in mind, that when you’re running your game in the editor, the resolution can be as low as like 640x450, depending on the size of your window. Meanwhile when you switch to fullscreen, it can jump to 1080p or 2k, 4k, etc.

Thanks for the reply.
I’m just pressing the Play Button at the top and previewing the level on my 1440p computer monitor. So I am not using a headset yet. Just everything in monitor.

What do you think?

You wanna profile the performance in the environment you’re going to be playing it in. So with the VR headset. Well, you can pretty accurately ballpark it if you just compare resolutions. So if you’re testing it on your 2560 x 1440 monitor and then you have 1440 × 1440 VR headset, when you’ll play it in VR headset, it’s going to be rendering two 1440 x 1440 images, which adds up to total 2880 x 1440 resolution, which is pretty close to your 2560 x 1440 monitor but is going to be slightly less FPS.

You can even get your GPU usage very close to your headset if you increase resolution scale on your monitor with r.ScreenPercentage 1.06025, which will effectively render images in 2714 x 1526, which is very close to your total VR headset resolution of 2880 x 1440, almost down to a pixel.

So for rapid development testing you can test in fullscreen on your monitor with the resolution scale set to 1.06025.

Oh wow! That makes so much sense! Thanks for that.

Downside is when I use those values however, it looks like this:

Upside is my FPS is through the roof! LOL.

I will be using a Quest 2, which has a resolution of 1,832 × 1,920.

I tried many values above 1.06025 but the image didn’t start to clear up until around 56 (r.ScreenPercentage 56) I am not sure if using values so much higher than what you recommended would defeat the purpose of using the r.ScreenPercentage command.

I miscalculated a little. You’re supposed to enter it in percentages. So try r.ScreenPercentage 106 instead to get the resolution closer to your VR headset on your 1440p monitor.