Ike Turner
Veteran
To be perfectly clear...contrary to Epic's hype machine and grandiose PR. UE4 in its current form is sh@t for high performance VR simply because it's a deferred renderer which isn't suited for aggressive use of MSAA among other issues which hinder its performance in intensive VR scenarios. That's why Unity 5.x (forward renderer) has had the upper hand in tems of IQ and performance right now (and Valve's own Source 2 which The Lab is running on alongside Unity 5.4). People have been using the super-sampling hack/ini editing (renderTargetMultiplier) to improve IQ in UE4 powered VR games/app (which is far from being a reasonable solution..). To elevate some of the performance issues in UE4 Nivida implemented their proprietary Multi-Res Shading which obviously only works on Geforce GPUs (it is used in the latest update of Pool Nation VR and Raw Data). As far as I am concerned UE can be called an Nvidia sponsored engine anyway so don't expect miracles on AMD HW.
As a matter of fact Oculus had to write their own experimental forward rendering path for their own UE4 based demos: https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/ (GitHub source).
Valve's modified Unity 5.4 Forwared renderer used in the Lab: https://www.assetstore.unity3d.com/en/#!/content/63141
HardOCP's benchs are to be taken with a mountain of salt...Just for the heck of it I just played through the Robot Repair demo on a Fury X and contrary (and sadly unsurprisingly..) to Mr Bennet, I recorded 0 (ZERO) frame drops during the whole demo and no instance of re-projection (frames drops & repro only happen on The Lab's loading screen) ...go figure..
EDIT: Oh, just found out that Kyle's still the scumbag...Adaptive Resolution was broken in the SteamVR build he used...and he doesn't want to redo the test because he "assumes" that the end results would be the same (Nvidia better than AMD):
https://hardforum.com/threads/amd-n...robot-repair-h.1908149/page-2#post-1042510695
Bug was fixed in the SteamVR update 3 days ago: http://steamcommunity.com/gid/103582791435040972/announcements/detail/608371609732683821
When asked earlier if he bothered running the SteamVR Performance Test bench on the FuryX to check if something was wrong because his results where fishy he replied the following:
https://hardforum.com/threads/amd-n...alves-robot-repair-h.1908149/#post-1042483402
So yeah...can we please stop linking to his trash from now on?
As a matter of fact Oculus had to write their own experimental forward rendering path for their own UE4 based demos: https://developer.oculus.com/blog/introducing-the-oculus-unreal-renderer/ (GitHub source).
Valve's modified Unity 5.4 Forwared renderer used in the Lab: https://www.assetstore.unity3d.com/en/#!/content/63141
HardOCP's benchs are to be taken with a mountain of salt...Just for the heck of it I just played through the Robot Repair demo on a Fury X and contrary (and sadly unsurprisingly..) to Mr Bennet, I recorded 0 (ZERO) frame drops during the whole demo and no instance of re-projection (frames drops & repro only happen on The Lab's loading screen) ...go figure..
EDIT: Oh, just found out that Kyle's still the scumbag...Adaptive Resolution was broken in the SteamVR build he used...and he doesn't want to redo the test because he "assumes" that the end results would be the same (Nvidia better than AMD):
https://hardforum.com/threads/amd-n...robot-repair-h.1908149/page-2#post-1042510695
Bug was fixed in the SteamVR update 3 days ago: http://steamcommunity.com/gid/103582791435040972/announcements/detail/608371609732683821
When asked earlier if he bothered running the SteamVR Performance Test bench on the FuryX to check if something was wrong because his results where fishy he replied the following:
https://hardforum.com/threads/amd-n...alves-robot-repair-h.1908149/#post-1042483402
So yeah...can we please stop linking to his trash from now on?
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