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  • Never mind - OSIG file was in a wrong place, and Paper2D was disabled.

    However, there seems to be lag in the test scene, which causes discomfort. Could be performance issues or virtual IPD issue.
  • So, I dug deeper into UE 4.10.1 and stripped down FPS template to bare bones. Basically the scene I have is lower quality than Quake.

    I still only get 58 fps and 17+ ms rendering.

    Supposedly Quake ported to Gear VR runs at 60 fps. That's with higher polycount/draw calls and with AI, however simple it might be.

    Do you know what on earth is going on?
  • Chaoss's avatar
    Chaoss
    Expert Protege
    "motorsep" wrote:
    Galaxy S6 + Gear VR

    8-)


    Ue4 is amazing in almost every way, but it's not an engine I would use to make a mobile game. Try Unity for mobile and UE4 for console/pc
  • "Chaoss" wrote:

    Ue4 is amazing in almost every way, but it's not an engine I would use to make a mobile game. Try Unity for mobile and UE4 for console/pc


    Yeah, that's what I figured :(

    On the bright side Unity released VR examples, which is a great help!
  • My GearVR app built with UE4 for the slower Note 5 works at a solid 60fps. It got through to the final of the Oculus Mobile VR Jam earlier this year. My 3d scan are pretty complex too, each model has a minimum of 25k polygons:

    http://imnh.org

    It can be done! I'd take a look over on Epic's forum for some mobile VR optimisation tips. Takes a while to get your head around, but UE4 is great when you break through the wall :-)
  • I did get with people who supposedly built test app using UE4 for Gear VR and had stable 60 fps. Somehow I followed their advice and didn't get 60 fps.

    On the other hand, if 60 fps implies unlit materials in UE4, then I would rather go with Unity.