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farhan_fuhad's avatar
farhan_fuhad
Honored Guest
6 years ago

Architecture Development

hi, im farhan. Can i ask about Quest Development? I currently pursue my study. We planning to build this 3D environment exactly look like KLCC park. This hardware can capable support this place? if capable, how this can achieve? Any advise for this project?

7 Replies

  • Hi farhan, actualy we worked in different architectural proyects in Oculus Quest. You can do this but with differnt limitations. For example with draw call, or tris on scene.
    You may create de different assets in low poly resolution, keep in mind that for oculus quest it is necessary, there are no more than 100 k triangles per level.
    Other limitation is the illumination, becouse Oculus Quest uses shader model ES3.1, and the baked illumination dont have the same visual effect than shader model 5 (default in UE4). Allways you should stablish static illumination for all lights in your level. Its the best way to get the best performance.

    There is a couple images taken on my Oculus Quest about realistic rendering Epic Games example proyect.
    I apply LOD to all objects on Scene and adjustment of illumination



    I need to work more in the illumination.

    As you can see the result its not bad but very different from PC.
  • hi Igar, thank you for your tips. For 100k tris, it impossible to make public space like garden or theme park for Quest. Do you have any tip for this issue?
    For shader, do you mean Quest did not support standard shader? So any interactable object will have static light?
    For LOD object, i never use it. Can it improve fps with a lot of LOD object like more than 30 object in 1 scene?
  • hi farhan, you can do this but you need work very much to improve your 3D objects, using imposters or LOD settings in every mesh, in my last post i show you Realistic rendering proyect UE4, in every mesh in these proyect i use LOD reduction settings for reduce tris, this is an example:



    After apply these settings for all meshes there its the result:
    before:

    After:


    Also my recomendation its activate ES3.1 preview in your Viewport settings > preview rendering level > ES3.1 preview.
    In UE4 documentation you will find all information about.
    With these preview you can see the scene very similar to how you will see it in Quest. Its vere usefull to bake the illumination.

    I recommend you to use Quixel megascans materials in your proyect, Quest load it perfetly and the result its awsome.
    Probably you have problems with volume materials or fog in your develop, Quest dont supports every type of material.

    The static light its a recomendation, becouse dynamic light overload the scene I put a maximun of 4 dynamic light in my level until the Quest hold on.

    I actualy have 236 object in my level and Quest have 70 fps. Remember the limitation its in Tris on scene not objects per scene. if you modeling the vegetation on your level with low poly requeriments you can get a good performance for you Quest.

    I hope this tips help you.


  • alright, thank you for your advice. mybe illumination are not my concern because i dont really focus on 4D (time dimension). just spatial ability. can we use UE4 asset for our experiment like your SS you show me?
  • Anonymous's avatar
    Anonymous
    The arch-test is very interesting. I just tried with a super-simplified scene file.
    • 5-primitive objects only. 
    But for some reason, I am only getting 70-FPS after deploying to the Quest.
    1. Is this the max fps for the Quest?
    2. Or can we also get 120-fps, or steady 90-fps?

    I just used static lights, all baked. But even so. 70-fps doesn't seem to be enough to run the level steady and smooth on the Quest. Any suggestions? What am I missing here?

    You can download the project file and see all my settings. It's just 69MB - see screenshot below.
    DOWNLOAD PROJECT FILE

    Thanks for any hint, info and help!


  • @remoz
    The Max 70 fps setting might be locked to the refresh rate(72 Hz).
    You might be able to unlock it by running a console command like t.MaxFPS=120 in the level blueprint when you begin your level.

  • Anonymous's avatar
    Anonymous
    thank you ... very interesting.. but if you do so.. are we overclocking? And the Quest might overheat?