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Unreal Engine 5.3 VR performance improvement testing 

Geddan
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24 авг 2023

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Комментарии : 68   
@vanvelt
@vanvelt 10 месяцев назад
One note: The magic smoothness you experience is no UE-Magic. This is a Meta/Quest specific feature and is called Asynchronous Space Warp (ASW).
@geddan
@geddan 10 месяцев назад
Oh, I should have double-checker. You are correct. Engine -> General Settings -> Use Fixed Framerate/Frame Rate Smoothing is unticked, which means Quest 2 took over in this case with ASW. Or could it be that I misunderstand those settings completely?
@pedroibanez1415
@pedroibanez1415 10 месяцев назад
I opened a new VR template on 5.3 and I when I tried to set GI to lumen, it was greyed out, and I couldn't enable it. Could someone help me? Thanks!!!
@geddan
@geddan 10 месяцев назад
This should help ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wqjJU4V6bGM.html
@Guidjuuh
@Guidjuuh 4 месяца назад
Hi! I have a question and hopefully you can answer me (or someone else) I build a scene in Unreal 5.3 with lumen etc. It look pretty good and also in VR preview it looks great. But when I package the project and install the APK on the Quest VR the scene doesn't have the global illumination from lumen and Emissive materials are just flat white and no emmission is coming off of it. Is this a setting I need to change? Thanks for your reaction!
@jotarokujo5753
@jotarokujo5753 3 месяца назад
Mobile devices do not support it.
@MrGTAmodsgerman
@MrGTAmodsgerman 8 месяцев назад
Idk your channel but the scene you made there makes me want to have some VR NASA experience when i can look out of the space ship and see the earth like they do.
@geddan
@geddan 8 месяцев назад
Oh that would be lovely. I might work on that!
@nick1660
@nick1660 7 месяцев назад
You have amazing videos I've been watching them for about a month now learning unreal in VR. I'm currently trying to make a TV remote control a media player in VR but can't figure it out. Could you help guide me??
@geddan
@geddan 7 месяцев назад
Hmm interesting - I'll do that this spring in a new project that I'm working on!
@marcmordelet
@marcmordelet 3 месяца назад
thank you. is the Ue project available on your patreon ?
@judofernando8298
@judofernando8298 7 месяцев назад
hi there, i need help. i already set my scalability sett in unreal engine 5. but how can i apply it when i buid the game ?
@geddan
@geddan 7 месяцев назад
In the level blueprint you can run Event:BeginPlay -> ExecuteConsoleCommand , and just write SCALABILITY 2 in it. SCALABILITY 0 = Low settings, SCALABILITY 3 = Epic Settings
@bigsky7617
@bigsky7617 9 месяцев назад
I run a i9-12900KF with a 3080ti (32Gb DDR5) and I've never gotten very good VR performance in any version of UE5 (Quest 2). It's always jittery. I've adjusted as many settings as I've found suggested, but never get performance like I do in 4.27. If I set scalability to medium it's ok, but I certainly can't make a very detailed world. Is it my computer? Am I trying to do too much? I'm wanting to make something for PCVR, not a Quest stand alone game. Any ideas would sure be appreciated!
@geddan
@geddan 9 месяцев назад
If you're using Lumen - I'd suggest this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lKFviaw7Zi0.html , the hardware that you have is pretty powerful, but with lumen - you still have to rely heavily on the frame re-projection tech. Also moving trees/vegetation just completely destroys the performance, so be cautious of those.
@bigsky7617
@bigsky7617 9 месяцев назад
@@geddan by moving I assume you mean wind? I am guilty of trying to make landscapes too big and the foliage too realistic. Especially for VR. But even something like Assetville which is really low poly hangs up on high settings. I will look into the lumen issue, I really really appreciate your reply!
@jarrahtree5130
@jarrahtree5130 9 месяцев назад
What graphics card did you use for this? I scanned through but I couldn't find the info
@geddan
@geddan 9 месяцев назад
RTX 3080 (non TI version)
@-ElCreator-
@-ElCreator- 10 месяцев назад
Very good video, can u make more experiments with Nanite and VR?
@geddan
@geddan 10 месяцев назад
There are multiplr videos of this topic already in the works
@PussyPomfrit
@PussyPomfrit 2 месяца назад
@@geddanany updates in 5.4 or 5.5 alpha?
@mr.quantum1518
@mr.quantum1518 10 месяцев назад
What's the used screen/VR resolution? You just talk about reflection Resolution, but this isn't the same. I think 4k because the video is in 4k, right?
@geddan
@geddan 10 месяцев назад
Since I'm using Meta Quest 2 , and running this at r.pixeldensity 1 - the heaset resolution is at 3664x1920 and the preview screen of the capture is at 2560x1440
@immortal3164
@immortal3164 9 месяцев назад
do i need to open steamVR to run the projects in unreal engine?
@geddan
@geddan 9 месяцев назад
Either steamVR or Oculus app (for meta quest headsets)
@immortal3164
@immortal3164 9 месяцев назад
@@geddan when I connect my oculus quest 2 via airlink on my laptop, the laptop becomes very slow and the quest shows shattered images and has huge lags. What I can do to fix this?
@RelaxEnjoyLife
@RelaxEnjoyLife 10 месяцев назад
What are your machine specs? (CPU, GPU, Ram, ssd/m.2?)
@geddan
@geddan 10 месяцев назад
10th Gen I7 processor, RTX 3080 (8Gb, non TI) , 48GB RAM , generic SSD. Of course the GPU is the main bottle neck (by far)
@SuleBandi
@SuleBandi 10 месяцев назад
Try „stat detailed“ command, it will give you more stats. Also what’s this in between frames you mentioned?
@geddan
@geddan 10 месяцев назад
Oh it's ASW (Asynchronous Space Warp) that Meta Quest 2 does to smooth out the experience. I believe it kicks in when in settings Engine -> General Settings -> Use Fixed Framerate/Frame Rate Smoothing is unticked
@barbuceanu2005
@barbuceanu2005 10 месяцев назад
@@geddan So it's not a frame gen feature within Unreal Engine 5.3 ?
@juanmilanese
@juanmilanese 10 месяцев назад
@@geddan Great video... In this test project, you have unreal's frame smoothing thing ON? or it is deactivated and the quest is doing the Asynchronous Spacewarp thing? (also... I always assumed both could be active at the same time, at least while running on the headset hardware, dunno about PCVR)
@geddan
@geddan 10 месяцев назад
No - framegen within UE is "Fixed Framerate/Frame Rate Smoothing" option. In this case - that's taken care of by Quest headset itself.
@geddan
@geddan 10 месяцев назад
Hmm according to the documentation - one overrides the other.. In this case - framesmoothing was off (whoops) meaning ASW was doing the heavy lifting of frame generation.
@MonsterJuiced
@MonsterJuiced 21 час назад
Hey have you tried lumen in ue 5.4.3 yet? Does it still have the issue you were talking about in the right eye? Just curious because I'm also having several issues with VR in UE 5.4.3
@geddan
@geddan 8 часов назад
Yea, I checked it out. Much less issues than in 5.3 , but still some really nasty behavior once we switch to substrate materials
@MonsterJuiced
@MonsterJuiced 8 часов назад
@geddan did any of your tests show flickering of shadows in the left eye? In mine it doesn't matter what type of lighting I use, shadows in my left eye flicker and produce nasty artifacts
@3darchstuffs
@3darchstuffs 10 месяцев назад
You are getting great performance in this congratulations. But do you really think a detailed arcviz project will have same amount of objects as in this scene and you will get the same performance there too?
@geddan
@geddan 10 месяцев назад
Short answer is - mostly yes. Nanite keeps the performance in check even when dealing with a large architectural scene. There are of course some caveats to this, but mostly - yes, it should be stable enough to use.
@StandaloneVR
@StandaloneVR 10 месяцев назад
@@geddanwhich is it the lowest/acceptable gpu for good compromise at the moment to archive those results in vr? Thx
@geddan
@geddan 10 месяцев назад
@@StandaloneVR I'd say price/performance-wise - RTX4070Ti or RTX4080 . 4060 is a bit too weak and 4090 is too expensive.
@valentink487
@valentink487 10 месяцев назад
Instanced Stereo should work much better in VR in 5.3. Nanite/Lumen or both preparation time is halved. Turn it on.
@geddan
@geddan 10 месяцев назад
Right eye goes BRRR when I have it turned on. I think it doesn't play well with skeletal mesh + UDIM (Virtual Maps) + Lumen combo. Will mess around to see where the possible break-point might be.
@number9letterk
@number9letterk 7 месяцев назад
@@geddan Any luck with that?
@geddan
@geddan 6 месяцев назад
Couldn't get it to work. Simply unstable, waiting for 5.4 to try again.@@number9letterk
@WilkoGRACZ
@WilkoGRACZ 10 месяцев назад
Hello! Great video. Ex Unity VR dev here. A big VR 'no gos' from my experience are : - frametimes above 11ms - below 72 frames per second - ASW is not a last resort saver to fill any missing frames, but not that large ones Our brains are tricky... for some stable in VR is ok but for others are reasons for nausea, with no clue why :P
@geddan
@geddan 10 месяцев назад
First of all - my condolences... But hey - a leak of great minds into UE might shake things up a bit, so I'm happy. DLSS 3.0 framegen + ASW actually does wonders for perceived smoothness in motion! Of course there are AI artifacts, specially if you dip below 36 frame mark - but that doesn't seem to take away too much from the experience. My point of view is - at current UE5 version and with current hardware - we can easily develop for VR with Lumen/Nanite, because it's "stable enough/good enough" AND THEN in a year, once next gen GPU's come out (and hopefully software side will be further optimized) - Lumen/Nanite will become fast-enough for the broad market.
@WilkoGRACZ
@WilkoGRACZ 10 месяцев назад
@@geddan First of all - my condolences too
@MaraldBes
@MaraldBes 6 месяцев назад
@@WilkoGRACZComing from a unity background as well, I feel your pain. :) And condolences to you guys as well. Developing in VR in Unreal seems completely different than Unity in every way. In unreal you can get away with much less optimisation it seems. I had a scene in Unity 2021.something, which rendered instanced materials on 390k polys in just 230 setpass calls and it would run around 80 fps in editor but with one light no shadows, everything baked and lowered res on a 3080. Same situation on Unreal without optimisation, shadows on, full msa 8x and no occlusion culling setup or any optimization done on my site except for instancing materials, I easily get 120 fps. Haven't tried anything on quest 2/3 yet, but must say, liking it so far. In Unity I've built VR apps since 2014 and seen a lot of systems come and go, and I always needed some sort of framework. be it oculus, steam (excellent early support) or later VRIK or the latest BNG VRIF, or some projects Unity's own singing XR toolkit, which is finally getting usable. These packages helped things a lot on starting out and just haveing the basics. Unreal is missing such a framework, but I've started with VR Expansion plugin and this has some interesting features and is a good starting place. Wish there were more demo's or docs but hey, have to learn unreal anyways. Meta demo's I've seen so far in Unreal are all meh (hand train thingy, occlusion, but no avatars etc) and the unreal vr template misses everything a default VR demo scene should have (knobs, buttons, sliders, movement, mirror, ladders, doors, etc. But unreal let's me add bloom, fog, shadows, multiple lights and dynamic materials which made me feel guilty in Unity. Unreal is just, well unreal
@WilkoGRACZ
@WilkoGRACZ 6 месяцев назад
@@MaraldBesthank you so much for sharing your experience! Couldn't agree more with Unity making me feel guilty. I decided to end my game for VR in Unity. The XR Interaction toolkit after 6 year is as you said - very much ready :D Wish you all best in 2024+ years. Stay hydrated, safe, healthy and lets make some awesome games :D
@MrDomelah
@MrDomelah 9 месяцев назад
I personally experience worse performance with 5.3, compared to 5.2 on the exact same projecj using Lumen. I was forced to continue on 5.2. RTX 3060 with lumen, NO Hardware Raytacing, Quest 2 with Link cable
@geddan
@geddan 9 месяцев назад
You should definitely document that and show it in the Epic Games forums. Sounds like something broke
@andrewsneacker1256
@andrewsneacker1256 4 месяца назад
Are you the TheCrafsMan SteadyCraftin?
@geddan
@geddan 4 месяца назад
No, but he's my spirit animal.
@FlockersDesign
@FlockersDesign 10 месяцев назад
As a level designer myself this is not a trusted preformance test Because this small scene takes 0 to no preformance to start with
@friloweye4262
@friloweye4262 10 месяцев назад
It was not able using a big scene, it was about using lumen
@blakegt.7326
@blakegt.7326 6 месяцев назад
I STAY WITH UE4.28... UE5 is marketing TRASH! UE5's FPS is TERRIBLE, absolutely non production ready (all versions), the new features have a massive impact on FPS (even nanite.. way better to stay with traditional LODS), and even by removing the new features, the engine is not good enough for video game development, at least not for everybody but those with 4K computers, FPS is that bad..., specially for console, UE5 is useless, EPIC wanted to impress us with their new features but in reality, most video game companies are not working with it, they still use UE4 or UE5 for the least complex games.
@geddan
@geddan 6 месяцев назад
Interesting. Could you share some of the games that you've worked on so that people can estimate the weight that your comment carries?
@blakegt.7326
@blakegt.7326 6 месяцев назад
@@geddan AAA companies have something called "Non Disclosure Agreement" nobody can talk about specifics, or at least not without permission, and you can actually sign them as frequent as per meeting.... believe it or not... specially for well known IPS, games I have worked: many... friends in the industry: many! and nobody uses UE5, only the more amateurish designers trapped by the marketing. In reality UE5 is challenging even for programers because of the amount of issues, bugs, low FPS, and also some of the new features like nanite have a huge impact to FPS despite the promo and LOD's still work best in comparisson next to nanite (taking more time to develope of course), correcting an error: we do not actually use UE4.28, but UE4.27, because UE4.28 already included a few UE5 codes and thus making it unestable, UE4.27 is the best engine to date, specially for consoles like Nintendo Switch and PS, what we are looking with UE5.. well, it seems epic is focusing it more for cinematography and less for games, wich is why they are adding stuff that doesn't improve FPS but makes easy the life of background design (green screen) and cinematography with more realistic data that doesn worry about people with 1K laptops, If you thhink... your players will all buy 4K computers to play your game, then your game is doomed to FAIL.
@ThomasLowFlyer
@ThomasLowFlyer 5 месяцев назад
I am an indy developer and Iam shipping a title developed in 4.27. I have been messing around with 5.2.3, and have had terrible VR performance... fps is fine, but weird head tracking lag and not smooth at all. Have tried FSR and instanced stereo, but no improvement. So I loaded standard VR template, and same poor performance was seen. 37 fps yet noticeable lag and jitter... so far, very disappointed with ue5. Am I missing something?
@blakegt.7326
@blakegt.7326 5 месяцев назад
@@ThomasLowFlyer Exactly what I said... UE4.27 was made for game developers, UE5 was made for films... if not why UE5 has worst performance? also... most of the UE5 new features (probably the first ime I mention this, not sure)... most of the new features do not work for console.... GREAT, then why adding stuff that doesn;t work? also most of them... If you are a great developer, you find them useless, since clasical aproaches like LODS, do not take such extra times to make and you have perfect control of your assets, of course Ue5 has some great things, but... not production ready AT ALL.
@edipciftic
@edipciftic 8 месяцев назад
very very thaks my bro..
@geddan
@geddan 8 месяцев назад
Most welcome
@exil3dlivecom
@exil3dlivecom 7 месяцев назад
Nice! I need to dwell i to vr with ue. Hey.. i have a sealed Quest2.never opened. Thinking about getting the Q3. How much would this Q2 new sell for? Its the 128gb.
@geddan
@geddan 7 месяцев назад
Considering that it's 300 from the shop - I'd say ~250
@exil3dlivecom
@exil3dlivecom 7 месяцев назад
@geddan I ended letting it go for 225. 4 days later it goes on sale for 225$ online. LOL. So no bad. Have a quest 3 coming soon.
@geddan
@geddan 7 месяцев назад
Oh, good timing then!@@exil3dlivecom
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