FPS is 50% slower compared to "standalone game"

Hello,
so i don’t undestand what is going on: my fullscreen FPS in normal “Play Selected Viewport” is about 50% slower than in “Play Standalone Game” (around 60 vs 120 FPS!)! And that is not the real problem: the problem is, that the packaded game is as slow as “Play Selected Viewport”. So why is “Play Standalone Game” so much faster?!

OK i kind of found the reason and it’s REALLY a very strange reason. Although i’m not running in VR, i just run in 1st Person Shooter, the Rendertargetmultiplier, which you can set in the steamvr.vrsettings in the SteamVR Config folder somehow alters Unreal or is active, EVEN with SteamVR completely OFF!!! That is crazy. When i lower the multiplier to 1 (it was @ 1.5), my framerate rises from 60 to 100 (still not 120, like in “Play standalone Game”…). What is going on here and why is everything OK if running “Play standalone Game”…? How can that multiplier affect Unreal when SteamVR is off (even after a reboot)?

Hello c0cllc,

Standalone Game will always run better than Play Selected Viewport will due to not having the run the editor in the same process. The difference in FPS from Standalone to Packaged is likely the resolution difference. When using default settings, the Standalone Game window is a lower resolution than what your packaged game will be set to, so it will be getting high framerate due to that.

I’ve tested this on a PC that doesn’t have Steam VR installed and I still get higher framerate when in Standalone compared to PIE and Packaged, until I increase the Standalone resolution to match.

I also tried on a PC that had Steam VR installed, tried editing that variable by adding the following line to the steamvr.vrsettings file but didn’t see any differences with Steam VR itself turned off (not just the plugin).

“Rendertargetmultiplier” : “0”

Thank you for your testing! How can i alter the resolution? On my 32" Display i didn’t see any quality differences between Standalone Game Window and packaged game, so i might consider lowering the resolution for the packaged game…I thought the resolution was dynamically adjusting to screen size and that fusscreen is fullscreen for any play mode.

And: at least the Rendertargetmultiplier is definitely affecting performance if set to higher than 1 - that shouldn’t be the normal behaviour i believe?

You can use the Get Game User Settings node, along with Set Screen Resolution and Apply Resolution settings (this needs to be called after using Set Screen Resolution to see any changes) to change the resolution, which you can do on begin play if you want it to be done by default.

If Steam VR is enabled, I would expect Rendertargetmultipler to affect your performance, as it’s increasing your number of render targets, but I haven’t seen any difference in performance when changing that variable with Steam VR disabled. I’ve tried comparing having it set to 1, 1.5, and 2. Please be sure that you’re disabling Steam VR outside of the editor and disabling the plugin in the editor, although the plugin shouldn’t matter if it’s disabled itself. I’m sure you are, I just want to make sure I’m being thorough.

Thank you, well i definitely disabled SteamVR’s “start with application” but didn’t care about the plugin in the editor. I can see my Vive going bright for a second when starting the editor although StreamVR is off. So i will check out what is going to happen with disabled plugin.

EDIT: OK, after disabling the SteamVR plugin the framerate is now up to 120! So there is definitely something in the plugin that works even with SteamVR being off…But maybe you don’t get that issue, because you don’t have a MotionControllerPawn in the scene? I’m just switching the pawn between possessing the player and disabled possesing. So when i set it to disabled, i’m using it without VR and still get the performance drops.

I tried many different setups to see if I could see the same kind of difference you’re seeing but the only time I see a performance difference is from turning Steam VR on and off (not the plugin, but the actual program) which is expected.

Could you try sending your steamvr.vrstettings file along with the project you’re using? I want to reproduce this as it could be a legitimate problem but I’m not seeing any differences as of yet.

We haven’t heard from you in a while, c0cllc. Are you still experiencing this issue? If so, can you provide the information I requested in my previous post? In the meantime, I’ll be marking this issue as resolved for tracking purposes.