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Framerate much lower in packaged build on Oculus than in editor or on Vive

I'm running into an issue whereby a packaged shipping build is performing much more slowly on Oculus Rift CV1 than it does in editor, but the same packaged executable runs fine on HTC Vive.

Has anybody else encountered something like this? Are there settings or details I should be aware of that differ between the two platforms?


Product Version: UE 4.19
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asked May 22 '18 at 03:16 AM in Packaging & Deployment

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avatar image Thomas Low Oct 30 '18 at 07:25 PM

I am having similar issues, but haven't tried my Vive yet... I need to get it working in the Oculus! from 90 FPS in editor to 14 FPS packaged!!! I've tried Instanced Stereo, Dynamic Resolution Reduction, I've unchecked the smoothed framerate option, and I'm only rendering a small window on the monitor in addition to the Oculus.

Did you ever find a smoking gun, and if so, how did you solve this?

avatar image Thomas Low Oct 31 '18 at 01:39 AM

The issue appears related to use of rendertarget2d. I've tried various render target formats. no improvement so far unless I disable this in my application.

avatar image bjornblissingvti Jan 07 '19 at 10:33 AM

I have the same problem. Works fine in the editor, but the packaged version gives me ~3 fps when using the Oculus Rift.

Even if reduce the scene complexity to an almost empty scene with default floor (but leaving the spectator camera which use rendertarget2d) I can never get more than 45 fps.

The HTC Vive works perfectly fine in both editor and packaged version.

I am using UE 4.20.

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Confirmed bug by Epic Issue: UE-70352


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answered Feb 20 '19 at 10:26 PM

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