DrBeef / QuakeGVR

Updated QuakeGVR with ArCore *Positional Tracking* and Decoupled 3DOF controller support
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Occasional stutter not related to phone performance . #32

Closed neitey closed 5 years ago

neitey commented 5 years ago

QGVR has occasional low fps issues in some game situations. Strangely these framerate drops seem to be unrelated to phone SoC performance. I use the S7 and S8 to run the game and it behaves the same perfomance wise. Even doing massive undersampling (Super Sampling value 0,5) does not have any effect on the framerate drops.

neitey commented 5 years ago

Example for everyone to try is the entrance to Episode 2. No matter what phone is used, how strong undersapmling is applied, the game stutters.

blaydes99 commented 5 years ago

Getting the same issue here. Tested on latest build with Edge S7 and GearVR headset. Positional (head) tracking is turned off to test. Another area with heavy stuttering is in E1M1 right before the first door after the bridge/water area.

neitey commented 5 years ago

Uninstall ARcore for a much better performance. Even when positional tracking is turned of ingame, ot uses a lot of system resources.

blaydes99 notifications@github.com schrieb am Do., 14. März 2019, 20:17:

Getting the same issue here. Tested on latest build with Edge S7 and GearVR headset. Positional (head) tracking is turned off to test. Another area with heavy stuttering is in E1M1 right before the first door after the bridge/water area.

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blaydes99 commented 5 years ago

Uninstall ARcore for a much better performance. Even when positional tracking is turned of ingame, ot uses a lot of system resources. blaydes99 notifications@github.com schrieb am Do., 14. März 2019, 20:17:

Good to know! The phone had been giving me the "overheating" message after playing for 5 to 10 minutes. I uninstalled ARcore and the overheating problem went away. Framerate feels pretty smooth, except of course in those problem areas (as you mentioned in your original post) where the frames drop to 4-5 fps for some reason.

Eispfogel commented 5 years ago

Same on E2M4 - The Ebon Fortress. It is pretty unplayable in those areas. It seems that the whole map geometry is rendered at once instead of cutting everything away which isn't visible. Maybe a problem with the BSP tree render algorithm?

neitey commented 5 years ago

Issue successfully located and fixed by user Vlad (only a workaround for now): https://github.com/DrBeef/QuakeGVR/issues/35#issue-437599442

Great work

neitey commented 5 years ago

Fixed.

See other post related to the command "gl_nopartialtextureupdates" "1"