Forum Discussion
Mohammed_hashim
6 years agoStart Partner
How did I port PC|Rift version of my game to mobile VR using UE4. tips and opt tricks to hit 60fps.
Hello guys, below I wrote my journey on how did I port my PC Rift/Vive version of "StardustVR" to mobile, it wasn't an easy job but hopefully below tips will be useful for your guys too. UE4 never m...
Mohammed_hashim
6 years agoStart Partner
Here is my INI.engine setting, it will only work for the unlit version of your game, again only for "UNLIT game" so don't copy past it to your project like that, it will break your game if you are using baked light, copy and past only things you need to disable. and make sure you backup your project first not just .ini file.
if you use bake light and you are too lazy to copy every single line from below then backup your project and copy past below to your .ini then go to your project setting and enable "AllowStaticLighting" or "OcclusionQueries" or "AtmosphericFog" etc..
if you use bake light and you are too lazy to copy every single line from below then backup your project and copy past below to your .ini then go to your project setting and enable "AllowStaticLighting" or "OcclusionQueries" or "AtmosphericFog" etc..
Btw there is no "r.screenpercentage=x" since you should only depend on "vr.PixelDensity=1" or something greater from the options menu or based on device.
[SystemSettings]
r.TranslucentLightingVolume=0
[/Script/Engine.RendererSettings]
r.MobileHDR=False
r.Mobile.DisableVertexFog=True
r.Shadow.CSM.MaxMobileCascades=1
r.MobileMSAA=1
r.Mobile.UseLegacyShadingModel=True
r.Mobile.AllowDitheredLODTransition=False
r.Mobile.AllowSoftwareOcclusion=False
r.DiscardUnusedQuality=False
r.AllowOcclusionQueries=False
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=False
Compat.UseDXT5NormalMaps=False
r.ClearCoatNormal=False
r.ReflectionCaptureResolution=64
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
r.ForwardShading=True
r.VertexFoggingForOpaque=True
r.AllowStaticLighting=False
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=False
r.DistanceFieldBuild.EightBit=False
r.GenerateLandscapeGIData=False
r.DistanceFieldBuild.Compress=False
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=False
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
r.CustomDepth=0
r.CustomDepthTemporalAAJitter=False
r.PostProcessing.PropagateAlpha=0
r.DOF.Algorithm=False
r.DefaultFeature.Bloom=True
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AutoExposure.Method=0
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=False
r.UsePreExposure=False
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.TemporalAA.Upsampling=False
r.DefaultFeature.AntiAliasing=0
r.DefaultFeature.LightUnits=1
r.DefaultBackBufferPixelFormat=4
r.Shadow.UnbuiltPreviewInGame=True
r.StencilForLODDither=False
r.EarlyZPass=0
r.EarlyZPassMovable=False
r.EarlyZPassOnlyMaterialMasking=False
r.DBuffer=False
r.ClearSceneMethod=1
r.BasePassOutputsVelocity=False
r.SelectiveBasePassOutputs=False
bDefaultParticleCutouts=False
fx.GPUSimulationTextureSizeX=1024
fx.GPUSimulationTextureSizeY=1024
r.AllowGlobalClipPlane=False
r.GBufferFormat=1
r.MorphTarget.Mode=True
r.GPUCrashDebugging=False
vr.InstancedStereo=False
vr.MultiView=True
vr.MobileMultiView=True
vr.MobileMultiView.Direct=True
vr.MonoscopicFarField=False
vr.RoundRobinOcclusion=True
vr.ODSCapture=False
r.WireframeCullThreshold=5.000000
r.SupportStationarySkylight=False
r.SupportLowQualityLightmaps=False
r.SupportPointLightWholeSceneShadows=False
r.SupportAtmosphericFog=False
r.SkinCache.CompileShaders=False
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.Mobile.EnableMovableLightCSMShaderCulling=False
r.Mobile.AllowDistanceFieldShadows=False
r.Mobile.AllowMovableDirectionalLights=False
r.MobileNumDynamicPointLights=0
r.MobileDynamicPointLightsUseStaticBranch=False
r.SkinCache.SceneMemoryLimitInMB=128.000000
r.GPUSkin.Limit2BoneInfluences=False
r.SupportDepthOnlyIndexBuffers=False
r.SupportReversedIndexBuffers=False
r.SupportMaterialLayers=False
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