Forum Discussion
motorsep
10 years agoStart Partner
[Gear VR] C++ vs Blueprints "dilemma"
Why is there a notion that BP would bog down performance in Gear VR and that C++ is the only way UE4 could exist on Gear VR ? Like I mentioned in my other posts, running a project without a single ...
Anonymous
10 years agoI've gotten quite sophisticated blueprints running on Gear VR without any problems, and that was almost a year ago now. Despite a lot of blueprinting I didn't get far enough into the project to find a point where it had a noticeable impact, and they've improved things since then as you mentioned. Obviously, doing too much on a tick may become an issue, but the same is true in any scripting solution. Anyway if you run into problems with being CPU-bound you have the solution in your back pocket of rewriting the problem code as C++ and it will be easier since you already prototyped the code so worrying about it before you even get started seems premature. Looking back at my latest Gear VR project, which is CPU bound (built in Unity), scripts are using up less than 1% of my CPU time. Everything else is being spent on drawing --- so I got much more return on optimization investment by streamlining the graphics than trying to speed up the code.
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