Severe FPS drop on Oculus Rift camera. PLEASE HELP!

We are game dev students and are currently working on a oculus rift game where you embody a bird. We have been facing major FPS drops when we played our white-box level in oculus rift which consist of very minimalistic assets and low poly models.

When we play the level in normal camera, we get 200+ FPS.
But playing the same level in the oculus rift camera, we get less than 45FPS (this is after setting: “hmd sp 100[ Screen percentage 100]” “sg.viewdistancequality=1” “sg.antialiasing quality=2” “sg.postprocessingquality=1” “sg.texturequaity=1” “sg.equalityquality=1”)

Level Details:

  • Terrain=1km - Tree=800Poly(total 60 trees) - Bird=4000Poly - Rock=600Poly

Our PC config:

  • i7 2600k
  • Nvidia 970 GTX
  • 8 gb Ram

It would be of great help if someone could tell us the solution. We got to deliver the prototype in 2 months.
Thank you!

Less than 45 FPS on Oculus camera

+200FPS on normal camera

Hi Steeriks,

First off, just to make sure that you are aware of how the Oculus renders. The Oculus will automatically half the FPS that you see in the editor because the frames render separately for each eye. So let’s say that you want 60 FPS in the Oculus, you will need to make sure that you’re packaged game plays at 120 FPS or higher.

Now, since your game is playing at 200+ FPS this makes me think that more ‘Oculus friendly’ optimization is needed. Are you using any sort of LOD’s for the trees and rocks? If not, using proper LOD’s should increase your FPS.

Did you kill all you’re post processing effects? What I did to get it to 75 FPS was kill most post process in project settings as well as the reflection sphere (delete), turn all light static, and copy over the post process volume from couch knights and replace yours with it. Also run it in direct to rift mode instead of extended for some reason extended caps dk2 at 60fps :confused:

I have the same issue, but 280 fps to 35 fps :frowning:

Have you figured out the problem?

Thanks,