In my case, my desktop configuration like following:
CPU:(Intel(R) Core™ i5-4590 @3.30GHz)
GPU: (NVIDIA GeForce GTX 960)
RAM:(32.0GB)
System:win7 64bit
But The performance is really strange with a low FPS(47) in the game and the whole game view seems like shaking while u turning around in the playing game. I just can’t believe that I only put 12 meshes with 7000 surfaces and one light in my blank Project template level
Plus if I got closed to the meshes as I can , I just put only one this kind of mesh in the game the performance even becomes to be more worse.
So I want to know if it’s bug or I have forgotten to do something optimization in the VR Game?
because I even have tried to made a number of optimizations like following:
FString CM = TEXT("t.MaxFPS 120");
AUTPlayerController->ConsoleCommand(CM);
FString CM = TEXT("r.Vsync 0");
AUTPlayerController->ConsoleCommand(CM);
FString CM = TEXT("hmd sp 100");
AUTPlayerController->ConsoleCommand(CM);
FString CM = TEXT("r.Earlyzpass 1");
AUTPlayerController->ConsoleCommand(CM);
/////////////////////PostProcessSettings/////////////////
FPostProcessSettings PostProcessSettings;
//Scene color
PostProcessSettings.SceneFringeIntensity = 0.0f;
PostProcessSettings.GrainIntensity = 0.0f;
PostProcessSettings.ColorGradingIntensity = 0.0f;
//Bloom setting
PostProcessSettings.BloomIntensity = 0.0f;
//LPV
PostProcessSettings.LPVIntensity = 0.0f;
//Ambient occlusion
PostProcessSettings.AmbientOcclusionIntensity = 0.0f;
//DOF Method Gaussian
PostProcessSettings.DepthOfFieldMethod = EDepthOfFieldMethod::DOFM_Gaussian;
PostProcessSettings.DepthOfFieldDepthBlurAmount = 0.0f;
PostProcessSettings.DepthOfFieldDepthBlurRadius = 0.0f;
PostProcessSettings.DepthOfFieldFstop = 0.0f;
PostProcessSettings.DepthOfFieldFocalDistance = 0.0f;
PostProcessSettings.DepthOfFieldFocalRegion = 0.0f;
PostProcessSettings.DepthOfFieldNearTransitionRegion = 0.0f;
PostProcessSettings.DepthOfFieldFarTransitionRegion = 0.0f;
PostProcessSettings.DepthOfFieldScale = 0.0f;
PostProcessSettings.DepthOfFieldMaxBokehSize = 0.0f;
PostProcessSettings.DepthOfFieldNearBlurSize = 0.0f;
PostProcessSettings.DepthOfFieldFarBlurSize = 0.0f;
PostProcessSettings.DepthOfFieldOcclusion = 0.0f;
PostProcessSettings.DepthOfFieldColorThreshold = 0.0f;
PostProcessSettings.DepthOfFieldSizeThreshold = 0.0f;
PostProcessSettings.DepthOfFieldSkyFocusDistance = 0.0f;
//Motion blur all
PostProcessSettings.MotionBlurAmount = 0.0f;
PostProcessSettings.MotionBlurMax = 0.0f;
PostProcessSettings.MotionBlurPerObjectSize = 0.0f;
//AA FXAA
PostProcessSettings.AntiAliasingMethod = EAntiAliasingMethod::AAM_None;
//SSR 0 MAX roughness
PostProcessSettings.ScreenSpaceReflectionIntensity = 0.0f;
PostProcessSettings.ScreenSpaceReflectionMaxRoughness = 0.01f;
//Ambient cubemap
PostProcessSettings.AmbientCubemapIntensity = 0.0f;
CameraComponent->PostProcessSettings = PostProcessSettings;