VR Project stuck in fixed framerate

Hi, i’m delivering a VR project of a small archviz loft in UE5.1 and i’ve optimized as far as i could, textures are all 2k maximum, all models have good LODs and the whole scene is running at a stable frame rate which is around 70FPS, the problem is i need it to run in 90-120 FPS for oculus and HTC-Vive, i’m currently using steamVR pluggin and i’ve profiled the entire scene 5 times now, and GPU is always taking 8-4ms to run while game thread is always <1.5ms still i’m getting fixed 15-13.8 ms as final output. Here aré some images of my profiling results and the profiler file log which is showing the exact task that’s holding back my fps.

EDIT: Smooth framerate and fixed framerate are disabled and i’m using foward shading, also vsync is off

All threads except for render thread are in CPU-Stall/CPU-Sleep

image

The task that is holding it back is the SteamVR frame synchronization, which is designed to block until the optimal time to start rendering each frame. VR headsets run at a fixed frame rate, and 72Hz is the default for the Oculus Quest headsets. It is possible that you will need to change the frame rate in the Oculus application to make it run faster.

You can see whether the application runs at the headset frame rate in the SteamVR performance graph from the bars in the graph being green. If the bars are yellow or orange, something is causing the application to miss the frame rate.