Unreal 4.11 VIVE VR clipped to 90 or 45 fps

I’m trying to do some optimalization for my VIVE VR project, but the editor always caps the framerate to either 90 or 40 fps. When its running smoothly it runs 90, but when i increase some small setting, it immediately drops to a capped 45 fps. The result of this is that i cant see what effect certain changes to the settings really have.

Has anyone else experienced this problem, or does anybody have a clue as to what is going on? My editor settings are not capped, and non VR is clipped at 120 fps.

Thanks!

The vive will lock your fps to 90fps, it’s going into repro when it hits 45 (does this when it cannot sustain 90)
Its not UE4 doing this.

It sounds like you are not hitting the 90fps target.

This can often be the case in the editor, here is a couple of things you can do that will help while in the editor, that i have found have helped me:

Totally hide the game viewport

Lower your settings in the editor

Set the gameview so “realtime” is not ticket.

Make the window on your desktop PC smaller (trust me this helps ALOT for me)

There are also things that will just be fine without VR, but cause performance headaches when using VR. I guess you will just have to experiment.
In my experience i had to go easy on GPU particles that were causing a massive drop for me in VR.
Hopefully these things will help!

Thanks, will definitely try your suggestions for more performance!
I so far managed to get to a constant 90 fps by altering the scalability options,
mainly the built in ambient occlusion was a silent fps killer.
I’m going to see if its possible to somehow uncap the vive framerate. If it is either capped to 90 or 45, it’s difficult to see by what margin you are running that fps.