Regular frame drops [] [many games]

Hello. I noticed today when profiling my game that I was getting a single frame drop about once a second. Popping open the SteamVR Developer’s Frame Timing charts I was able to see a pattern of regularly dropped frames. After doing some googling I came across this reddit post.

So I decided to check out some other UE4 games in my library to look for the pattern:

Trials: imgur link

Brookhaven Experiment Demo: imgur link

and my game: imgur link //spike at the end removing focus from the editor window

Is this a known issue?

Hello ,

The issue described above sounds like the result of Vsync. VSync stands for Vertical Synchronization. The basic idea is that synchronizes your FPS with your monitor’s refresh rate. The purpose is to eliminate something called “tearing”. This can cause frames to drop if the refresh rate of your monitor is not in sync with your fps. I hope that this information helps.

Make it a great day

So the has a 90 Hz refresh rate and our project and others are easily running at 90fps. Should we be disabling VSync? I’m not sure what “the solution” is here…

I was providing information on what I thought the issue might be. However, I do have a request. Could you provide your Dxdiag so as to eliminate a few possibilities?

See attached. Thanks for your help

111267-dxdiag.txt (68.5 KB)

After further testing, I have been unable to reproduce this issue on our end. Could you provide an example project that is showing the issue that you mentioned above?

You could provide a zipped down version via drop box or google drive. If you would like to provide it privately, you could do so be sending it in a private message to me on the forums.

The easiest is running the projects I linked (Trials on Tatooine, Brookhaven Experiment, Raw Data [from the reddit post]). However if you wanted to look at my project, what is the suggested way to provide that?

Forum message sent.

Bump bump.

Bump. I’m experiencing this issues across a lot of Unreal engine made game like RedOut. I think that something has to do with postprocess like temporal antialiasing or some screenspace effect that hasn’t been disabled as it should and as a VR developer myself I’m very interested in what is causing this.