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[GearVR] 3D widget performance degregation in 4.17

Anonymous
Not applicable
There appears to be a oculus gearvr related issue in 4.17 involving 3D widget performance / rendering. 
It would be great if someone from oculus could take a look because this issue does not occur on daydream and renders 4.17 useless: https://answers.unrealengine.com/questions/664617/gearvr-3d-widget-performance-degregation-in-417-pr.html
16 REPLIES 16

Anonymous
Not applicable


Interesting find! It was your AnswerHub question that eventually led me to the root of my problem too. So thanks for that!

So I just noticed that WidgetComponent's have a Timing Policy setting. By default, it's set to "Real Time". Have you tried setting it to "Game Time"?

There's also the Redraw Time setting. That seems even more promising! Maybe they could be used to fix your problem. 


Hey thanks for the idea - I tried both settings but unfortunately they neither worked. the Timing Policy setting did not seem to change anything and setting the redraw time setting to 0.016667 (1sec/60) made it even worse 😞

EDIT: I just tried setting the Redraw time setting to 1 and it appears much better. It still does a small judder on the widgets every 1 or 2 secs when moving around quickly however much better than before. Will try this in my real app later to see if it can be used as a workaround or not.

motorsep
Rising Star
@aussieburgerVR

How did the test go with real app ? (debug and shipping builds)

Anonymous
Not applicable
While it does make the game playable it is far from ideal. It obviously only works if there's nothing on the widget you wish to update more often than a second and there is still small a random hitch every few seconds or so. So this "workaround" will only be bearable for certain projects.

Unrelated to the topic but why it took so long to reply:
To make matters worse it's getting very difficult for me to test as I currently constantly get this with my device:

"Check mobile device is properly inserted into Gear VR"

It had been getting worse and worse with my device and now it takes about 5-10 attempts before anything gearvr starts up - it seems all the constant taking phone in and out of the headset has warped the connector of the phone 😞

Seems a common problem:
https://forums.oculus.com/community/discussion/51613/gear-vr-will-not-load
https://forums.unrealengine.com/development-discussion/vr-ar-development/1349669-gearvr-error-unable...
https://forums.oculus.com/community/discussion/36104/how-to-fix-gear-vr-not-launching-when-phone-is-...




redhill71
Explorer
This issue is also not fixed in Unreal 4.18 preview.

motorsep
Rising Star

redhill71 said:

This issue is also not fixed in Unreal 4.18 preview.


That's because the fix is slated for 4.19 (if they don't forget about it by then)

redhill71
Explorer
Fortunately, this issue has been fixed in 4.18.0 Preview 2 or Preview 3. 🙂

Anonymous
Not applicable
Just curious, does anyone know which GitHub commit contains the fix?