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motorsep
9 years agoMember
[Gear VR] Apps with 59fps get rejected - why?!
So, I thought this was all behind me and sorted out, but apparently not. Here is the original post on UE4's AnswerHub: https://answers.unrealengine.com/questions/389782/gear-vr-unable-to-reach-60-fps-on-empty-scene.html
The issue is that phone screen doesn't run at 60 Hz and since UE4 is vsync locked, it won't ever run at 60 fps. If i make a totally empty scene, with a single cube on which player can stand, I would not be able to have 60 fps in Gear VR.
Also, I am very sensitive to motion sickness and I can tell you that 58 fps with occasional dips doesn't make me sick at all. There are plenty of games on Oculus Store that maybe run at 60 fps, but make me sick instantly.
I hope you guys have people running these app compliance tests who understand all that and not robots (software) that rejects any app that doesn't reach 60 fps (in that link above last post indicates that the person's app was rejected due to fps being 59.90 and not 60)
All that being said, maybe that dev misunderstood the rejection reason, which might have been different from fps issue.
What I would like to know if that's the case. Because if that's the case, not only I am not surprised there are only a few UE4 games on Oculus Store for Gear VR, but I also don't see a reason to continue my development and wasting my time/effort/money for a platform that deals in absolutes :(
Also, is there a way to submit a raw copy of the game to Oculus for preliminary certification pass? I just made a small performance test that yields the usual 59 fps frame rate and it would be nice to know if that will be a reason for rejection. I've invested too much time and money into developing for Gear VR and testing/reporting these endless issues between UE4 and Gear VR to just simply give up on this platform due to some bogus reason for 1-2fps deviation from target documented requirement of unachivable 60 fps.
Thanks beforehand
P.S. Note that an empty project (nothing in it but a cube player stands on) runs at less than 60 fps on Gear VR.
The issue is that phone screen doesn't run at 60 Hz and since UE4 is vsync locked, it won't ever run at 60 fps. If i make a totally empty scene, with a single cube on which player can stand, I would not be able to have 60 fps in Gear VR.
Also, I am very sensitive to motion sickness and I can tell you that 58 fps with occasional dips doesn't make me sick at all. There are plenty of games on Oculus Store that maybe run at 60 fps, but make me sick instantly.
I hope you guys have people running these app compliance tests who understand all that and not robots (software) that rejects any app that doesn't reach 60 fps (in that link above last post indicates that the person's app was rejected due to fps being 59.90 and not 60)
All that being said, maybe that dev misunderstood the rejection reason, which might have been different from fps issue.
What I would like to know if that's the case. Because if that's the case, not only I am not surprised there are only a few UE4 games on Oculus Store for Gear VR, but I also don't see a reason to continue my development and wasting my time/effort/money for a platform that deals in absolutes :(
Also, is there a way to submit a raw copy of the game to Oculus for preliminary certification pass? I just made a small performance test that yields the usual 59 fps frame rate and it would be nice to know if that will be a reason for rejection. I've invested too much time and money into developing for Gear VR and testing/reporting these endless issues between UE4 and Gear VR to just simply give up on this platform due to some bogus reason for 1-2fps deviation from target documented requirement of unachivable 60 fps.
Thanks beforehand
P.S. Note that an empty project (nothing in it but a cube player stands on) runs at less than 60 fps on Gear VR.
14 Replies
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- motorsepMember@rpalandri @imperativity
Any idea folks? Do you think you can ping to someone who can look into this and confirm ? - motorsepMember
imperativity said:
I'll look into this and try to bring you some clarity in regard to to this issue.
Thanks, really appreciate that. - rpalandriExpert ProtegeI'm not part of the app submission team so what do I know but I have high doubts that we'll reject an app for running at VRAPI 59.90, since yeah vsync won't let you get perfect 60.
However the store has pretty high standards for apps, regarding everything from performance to good UI practices. Some of them are here: https://developer3.oculus.com/documentation/publish/latest/concepts/publish-mobile-req/
If you have proof of an app that meets those, and whose only reason for rejection is 59.90 and not 60, please send it here and we'll see what we can do :) - motorsepMember@rpalandri
I can't talk for that guy, but my apps run at 58.xx fps (maybe it's due to recording video, maybe something else). Here is my latest endeavor and performance stress test:
https://www.youtube.com/watch?v=yB2YY9rxyRI
If I delete everything, except player, fps won't change.
I'd be happy to upload it for you to take a look at!
My point is that I'd be devastated by making a game and then having it rejected due to that performance criteria. UI, design, etc. all things that depend on my own decisions and I can rework/adjust those if necessary. Going above that fps is out of my control and that's something I can't change (and I don't see Epic going out of their way to make sure UE4 empty scenes run at max fps on Gear VR on S6). Therefore I'd love to establish the fact whether in my particular case it's a passable performance or not. - Avenue_PlanetHonored GuestI am the one submitting an app debugged by our developers in 59,20 to 59,90 fps ALL TIME... and still rejected by Oculus Store... What can i do to submit the app?
- motorsepMember
Avenue_Planet said:
I am the one submitting an app debugged by our developers in 59,20 to 59,90 fps ALL TIME... and still rejected by Oculus Store... What can i do to submit the app?
Unless I misunderstood something, 59.9 fps 99% of the time is required. Not only you can't make decent looking game with that limit, UE4 can't achieve such performance even in an empty scene. Therefore UE4 app will _always_ get rejected based on that criteria alone (maybe C++ all the way projects run better, but BP-only projects never reach 59.9 fps in my experiments). Afaik Epic denies the issue, always blaming users doing something wrong. So, the way I see it, either go Unity or go Daydream as they don't require 59.9 fps (and that's probably a reason Epic is more invested into Daydream that into Gear VR).
I personally contemplating either giving up on Gear VR and going desktop VR (although I heard it's the same problem with Rift and UE4, which hopefully will change after Robo Recall is out), or dropping out of VR development until Epic gets they act together and makes sure UE4 runs well on Gear VR. - motorsepMember@Avenue_Planet
Are you submitting to regular store or to Galleries / Early Access ?
Also, go some videos / shots of your game by chance ?
Thanks - rpalandriExpert ProtegeAs I said, we have some UE4 apps on the store both on the GearVR side (Dragon Front and EVE Gunjack would be the two first that come to mind), and definitively on the Rift side (all of our first party apps like Dreamdeck/Henry/First contact, Chronos, Bullet train, EVE:Valkyrie), so I'm not sure that's a problem. You guys should talk to publishing about this.
- Avenue_PlanetHonored GuestI have emailed submissions@oculus.com 3 times and still no answer... and now they are in Christmas time so i will have no answer untill January 3rd... Our app got succeed in every single test EXCEPT the framerate thing... wich is running at 59,90... if you are telling me that 0,1 frame each second is gonna make my developers team work worthless... it would be very disapointing... not only because that is imposible to detect by human eye... also because thats an issue that only the unreal engine can solve.
PLEASE, include the submissions team in this thread because that problem really needs to be solved for our team to progress...
@motorsep we are submitting to the channel STORE, we already have uploaded in the alpha channel to test it on the VR interface of GearVR and if you want more info about the app we are developing you can visit wwwavenueplanet.com and follow us on social networks.
Also i would like to check your work since i was only able tosee the fps debug video you posted above.
Thanks to all and Merry Christmas! - AnonymousEven in an empty scene it runs max @ 59.29 - 59.44 even no realtime lights, nadda.
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