archvis vr project running extremely slow 0.4 fps

Hi I’m relatively new to UE4 I’ve been create a archvis scene for VR and My file has become so slow even when running in the low settings. My project is just a single apartment so I feel as if it shouldnt that difficult to run. My workflow was, ArchiCAD & Sketchup. the file size is 7gb if that helps at all and the computer I use runs:
CPU x2 Intel(R) Xeon(R) CPU E5-2670 0 @ 2.60GHz, 2601 Mhz, 8 Core(s), 16 Logical Processor(s)
GPU NVIDIA GeForce GTX 1060 3GB
RAM 16GB DDR3
HD 240GB Intel 540s

Ive also tested in on my other computer which runs:
CPU i7 6700k
GPU gtx 1070
RAM 32GB DDR4
SSD Samsung 960 EVO NVMe M.2 250GB

but it runs just as slow on that. Any suggestions to why it would be running so slow? it has been as bad as 0.4 frames per second. Im tempted to start again but dont want to run into the same issue.

Im having the same toruble with my VR project, not as low as .4 frames but low , im reading about performance and profiling in UE4, Testing and Optimizing Your Content | Unreal Engine 5.1 Documentation

In my archviz project i have many many assets, so i was able to improve my project by selecting all of them and making it just 1 statich mesh.

Also i had to play with the shadows of static meshes , some of them are set to dynamic , i started using most of them as static , same with lights which you probably already do.

Another object that i detected that costs a los of GPU power is the Planar Reflection , unfortunately i had to delete it when playing my scenario, it worked great when creating cinematics , but it absolutely dropped my fps when using the HMD , here the proof…

I changed my mirros to a very-simple material which looks like this.

i know is not the most photorealistic object but it helped to improve performance.

I was reading about multi threading for the project How to improve game thread CPU performance in Unreal Engine - Unreal Engine (right now im at this point)

If i know more i will let you know , and if you know something please let me know

The problem is that your scene is full of scene capture cubes. Scene capture cubes render a cube map every frame. You have 12 of them, rendering 6 images each, so you’re effectively rendering every frame 73 times. It’s highly unlikey you’ll ever get your scene to VR performance with even one in your scene. Move to static reflections.

The first place you should be looking is ProfileGPU.

That’ll give you a breakdown of where your frame times are going.

just performed a couple of the commands mentioned through that link you provided and I took a few screen shots. Do those numbers look high to you?

Thanks for that, that help heaps with the performance. I’ll have a go at the static reflections.

Thanks for those tips! I will give them a go :slight_smile: