Vive controller stuttering

After migrating a project from 4.14 to 4.17, I am having issues with Vive controller tracking in certain areas of the map and running on very low FPS.

It works fine on empty and template projects and on 4.14 version of the project.

I have tried restarting the HTC, removing all reflections, blocking and postprocess volumes, lowering the settings, removing vegetation.

I`m working on i7 4930k with MSI 1080.

Have you checked your project settings?

When you update to a new engine version the project’s render settings often get reset to default
which often aren’t ideal for a VR project.

Are the areas you’re experiencing issues in special in any way?

Do you use the landscape grass for instance?

A lot of people had problems with it coming from 4.14.

I have checked all the rendering settings now, nothing has changed, I saw some new features that were enabled by default and disabled them now, but the stuttering is still there.

I have tried the same migration process with a different project, the same issue persists, even converting the scenes to 4.16

I have tried deleting vegetation and i dont have a landscape, only plane and a sphere sky.

In benchmarking tests with Intel GPA I have found huge spikes in TAA, Reflection and AO
(I have tried swiching to MSAA, removing reflections and reducing resolution of them and lowering the AO quality in postprocess).

Also I have noticed that this issue might be connected to HTC (probably tracking), since running the whole scene with a default pawn works fine with no FPS drops anywhere.

I’ve got a big problem with stuttering in 4.15. I think it may be due to Vive tracking also. Will try out your suggestion of testing with the default pawn…

Hi man. It turned out that my stuttering was caused by UE refusing to play 1080p 60Hz mp4 video smoothly. I used the Vlc plugin to fix this. Took me ages to find this out. For me there was no problem with tracking after all, just frame hitches.

Hey, how did the test with default pawn go?

Alright, good to know :slight_smile:
I will try the 4.18 once all plugins are up to date to see if they fixed the issue.

I have found the issue finally…
Converting into newer versions the Editor converts all static lights that have IES into stationary, but since I only had a few, and didn`t notice them in the Light Complexity Buffer.

Another thing i found is that SSR (screen space reflections, which were set on quality 0 very causing insane drops) until i have set the the “r.SSR.Quality = 0”