c++virtual-realityunreal-engine4oculusunreal-blueprint

Unreal VR Build is running only at 60 fps why? But Runs at 80+FPS in editor(engine)


I'm developing a VR game using the Unreal Engine. My target device is Oculus Rift and Rift S. According to the Oculus documentation, the VR application should run at 80-90FPS. But my application(build) is running at only 60fps. But the same project in the unreal editor (engine) is running at 80+ FPS. One thing I found is that when I removed my monitor connection, the Frame rate hits 80+ (Build). Why is this happening? I thought this might be due to some bad polycount mesh, heavy postprocessing or complex material. So this time I exported/packed the sample VR Templated by Unreal Engine instead of testing my game. OMG! This build is also running at 59.1 FPS (a very basic unreal's default VR Template). I think there is something in the Unreal Engine side that caps the fps for the builds.

System Spec:

Thanks in Advance!


Solution

  • Finally after reading a bunch of Oculus VR and Unreal docs, forums, and Reddit discussions, I found the solution for this. We need to explicitly run few console commands.

    In the level blueprint's begin play event add a few second/microsecond delay and execute the following commands one by one.

    enter image description here