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motorsep's avatar
motorsep
Member
9 years ago

[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.

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