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[Gear VR] Unable to hit 60 fps

motorsepmotorsep Posts: 1,504 Oculus Start Member
edited March 2016 in Unreal Development
I have a basic scene (FPS template BP) in two vartiations - One with disabled rendering of the view weapon model and the rest is as-is and the same scene, but with all unlit materials and removed sky sphere (it looks all black).

In both variants I get 58 fps and 17 ms using stat FPS console cmd. Using Unreal 4.10.4. Some people claim they have stable 60 fps in their UE4 games/prototypes on Gear VR.

Any idea what could be the issue? Thanks.

Comments

  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    Have you tested Gear VR with UE4 lately, Oculus devs?
  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    Yes we regularly test it. Can you PM me a copy of your project so we can see what's causing it to miss 60FPS?
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    vrdaveb wrote:
    Yes we regularly test it. Can you PM me a copy of your project so we can see what's causing it to miss 60FPS?

    Done!
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    @vrdaveb: Were you able to download and open my project ?
  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    Sorry, it's going to take us at least a few days to get to this. We are currently crunching for launch.
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    vrdaveb wrote:
    Sorry, it's going to take us at least a few days to get to this. We are currently crunching for launch.

    Oh, no problem.
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    Any luck with this one or should I just wait until April (post-Rift era ;) ) ?
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    Bumping this up, sorry.
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    Filed a bug report with Epic (have screenshots from the device):

    https://answers.unrealengine.com/questi ... scene.html
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    So, https://answers.unrealengine.com/questi ... scene.html

    I don't think my 45k mesh causing problems with performance, when FPS template scene (with ~100 tris at most) has exactly the same fps as 45k tris scene.
  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    On mobile, it isn't just a matter of the total number of vertices and triangles in your meshes. It's a tiled renderer, so a single large mesh that covers the whole screen will actually be re-drawn for each tile, causing massive duplication of work. If you split up the mesh into ~16k chunks, the chunks are less likely to fall on multiple screen tiles, cutting down on wasted work.
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    I see. Ok, I'll test that. Still doesn't explain same fps in almost empty scene.

    I going to test with 4.11pre7.
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    https://drive.google.com/open?id=0BwE6dxM0O2PsWkN3RDZYelZxLW8

    Updated project for 4.11p8, mesh is cut into 20 pcs, textures resolution is dropped to 2k. 

    I haven't had a chance to test it (forgot to copy OSIG into 4.11 folder and had no time to rebuild, had to go to work). Can someone please test it and see if fps improved and if static mesh level is made of is intact ? Thanks.
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    Never mind. I tested it and while "torn" mesh artifact is gone, performance is still the same - 58 fps.
  • moulder6moulder6 Posts: 29
    Brain Burst


    What's wrong with this picture? The "scene" easily meets all the requirements outlined in the Unreal docs. Two boxes in the scene, 2 materials, 1 static light with the lighting built. Every post process is off, except for Temporal AA. Nothing else going on in the scene. Still, the GPU is obviously doing something that takes 16-18ms.

    Built with 4.11preview 8. The result is absolutely the same with 4.10.4. Running on a S6 with Marshmallow 6.0.1 - was exactly the same on Lollipop 5.1.1.
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    moulder6 said:
    What's wrong with this picture? The "scene" easily meets all the requirements outlined in the Unreal docs. Two boxes in the scene, 2 materials, 1 static light with the lighting built. Every post process is off, except for Temporal AA. Nothing else going on in the scene. Still, the GPU is obviously doing something that takes 16-18ms.

    Built with 4.11preview 8. The result is absolutely the same with 4.10.4. Running on a S6 with Marshmallow 6.0.1 - was exactly the same on Lollipop 5.1.1.

    Temporal AA doesn't work on mobile.

    Other than that, welcome to UE4 for Gear VR world :neutral:  (btw, Oculus folks, we need more emoticons!)
  • moulder6moulder6 Posts: 29
    Brain Burst
    motorsep said: Temporal AA doesn't work on mobile.

    According to the Unreal documentation, on mobile they use a version of Temporal. Plus there's definitely AA working in that scene, whatever it might be.

    Stil this doesn't explain the gpu load and the low framerate. Any ideas about this?
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    I believe there is hardware AA when using Gear VR. I disable all AA in UE4 project and still see AA in action when using Gear VR.

    Allegedly Epic and Oculus are investigating these performance issues.
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    edited March 2016

    Ok, I think I see where the issue potentially is - render scale.

    I had render scale slider at less than 100% all this time, hoping for performance boost. Yesterday I set it to 100%, and in some instances I got 61 fps in my scene.

    Btw, it seems that stat Engine and stat SceneRendering show total numbers for everything. Is there a cmd to show stats for what's actually being rendered and not total number of things in the scene?

  • moulder6moulder6 Posts: 29
    Brain Burst
    edited March 2016
    As stated in the documents, this isn't supported on mobile.
    Plus I do get occasionally 60-61 frames in that empty scene, but this is more of a random spike than anything else.

    Here's link with useful commands:
    https://docs.unrealengine.com/latest/INT/Engine/Performance/StatCommands/index.html

     stat InitViews will let u know how much is being culled if anything, but i doubt there's an easy way to get a list of the actual objects being rendered, or something like this.
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    edited March 2016
    moulder6 said:
    As stated in the documents, this isn't supported on mobile.
    Plus I do get occasionally 60-61 frames in that empty scene, but this is more of a random spike than anything else. 


    What's not supported? Render scale ?

    Hmm.. Maybe I got one of those spikes too. Oh well, I hope Oculus/Epic will figure it out. Subjectively, 58 fps works for me - I don't get any motion sickness. But, it should be done right, once and for all. Plus 58 fps won't pass "inspection" to make it into Oculus Store :/

    @Oculus web guys: Quoting someone doesn't quite work - I had to go into HTML view to be able to write my post outside of the quote block. Please fix it.
  • moulder6moulder6 Posts: 29
    Brain Burst
    edited March 2016
    Hm... I was talking about the "screen percentage" that's available in post processing/misc - this according to the docs isn't supported on mobile.
    There's r.mobileContentScaleFactor which is supposed to be able affect the resolution on mobile, but changing it in console on the device doesn't seem to do anything. 
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    Oculus devs, are there any progress on investigating this?

    The key issue is 17-18 ms timer in the empty scene or complete project. If it's an empty scene, why UE4 wastes so much time doing nothing ? If it's a full project, why does it spend as much time as on empty scene ?
  • motorsepmotorsep Posts: 1,504 Oculus Start Member
    edited April 2016
    Android 6.0.1 with S6, still an ongoing issue. Will test with 4.11.2, but I don't foresee any improvement in fps counter.
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