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motorsep
10 years agoMember
UE 4.10.1 is unusable
So, UE4 sucks...
If you have any feedback, please share: https://forums.unrealengine.com/showthr ... post427517
If you have any feedback, please share: https://forums.unrealengine.com/showthr ... post427517
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- motorsepMemberNever 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. - cyberealityGrand ChampionWhat are the specs on your machine?
- motorsepMemberGalaxy S6 + Gear VR
8-) - motorsepMemberSo, 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? - ChaossExpert 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 - motorsepMember
"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! - robeasthamHonored GuestMy 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 :-) - motorsepMemberI 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.
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