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February 9, 2020

What's the Target FPS for Quest?

Is there a specific Target-FPS you want to hit for FPS?
90, 70? 

What's recommended for the Quest?

Thank you so much!

24 replies

February 13, 2020
update:
all changes made... but it didn't get any better... quite the opposite... the "jittery" effect ob the objects got even worse... I really wonder what that is....
MaxArch
Inspiring
February 13, 2020
I'm afraid the only way to find out is to dive into your project and step by step start eliminating possible causes;
- delete all lights and only use 1 static directional light, rebuild light  -test on the Quest
- delete objects one by one, rebuild light and test on the Quest
- delete all audio etc
- delete all reflection captures etc
etc etc...
February 13, 2020
yes, that's how I started. The funny part about this.
I started with one plane, and one cube only. Two primitive objects with just one static light and one material, that has only one color assigned.

Result: --> Same problem.

I kept going adding and testing a bit more. But it never changed those two original issues.

#1: Objecs are "jumping" or "jittery"
When moving your head from left to right - the cube object (especially to see on the edges) are "jumping" and "jittery".

#3: Black Artificats on Overlapping Geometry 
I was just guessing that the black artifacts are caused by Anti-Aliasing issues... but I could be wrong.
Maybe it's something else.

Sooo.. regardless... even if I am just using two primitive objects, I am having those issues.

That's why I thought it must be somewhere something inside the Project Settings.
It would be super helpful from Unreal / and or Oculus to just give away a Project Setting Template in which everything is being taking care for. I mean, the settings you do need specifically for the Quest. That would make it so much easier.

But so far I can't even find a community and people developing for the Quest using Unreal.
If you know any additional Sources, Community and Forum please let me know, I would like to connect with people of the same interest.

Again.. thank you so much for your reply, I really do appreciate that!

I guess I am going to start from scratch with another project - but I am afraid I will run into the same problem.
I will document this weekend exactly how I started setting up the project with all the settings.

I am going to update my documentation I started here:
https://fattybull.com/oculus-quest/

Just curious if there is anyone out there who would like to share his project settings and successfully deployed a level to the Quest.


so far the status...cheers

February 14, 2020
update report:
I figured out the problem with the black artifacts and updated my blog-documentation.

next problem:
moving object doesn't cast any shadows.

Video Capture:
https://youtu.be/_EXrKGdPydQ

Light Source: Rectangular
  • One Light
  • Stationary
  • Dynamic Shadows: True


Hmm... I am sure I am missing something major here... 
cheers
MaxArch
Inspiring
February 15, 2020
@remoz would be nice if you would post your findings / solution for the black artifacts here as well instead of an exterior source where people have to search for it.
As for the dynamic shadows, did you follow this guide from A to Z? Hint; you need a directional light, not a rectangular light. https://docs.unrealengine.com/en-US/Platforms/Mobile/Lighting/HowTo/CascadedShadow/index.html

February 18, 2020
Hey Max!

Absoulety.. I'll post my findings and results here as well ... just need to document it... sorry, got super busy with lot's of other stuff and didn't have any time last weekend.. hope to get back on this soon.. 

ohhh.. the dynamic shadow didn't work.. not on one single test... this is odd...
February 22, 2020
yehaa... okay.. today I was able to figure out what was causing that issue.
It was a Lightmass issue.

But how come this thing happened?
I was using the LightMass GPU plugin that is available for download.

I love using the LightMass GPU, because it gives you better, cleaner and nicer results for GI.
However.. it turns out, that after removing the Lightmass GPU and using the LightMass CPU - the problem is gone.

I hope that helps everyone else in this Forum. Gave me a lot of headache.

Finally, I can continue my tests.. next is the Dynamic shadow.. and I hope I am going to resolve this issue the same way.
Let's see and fingers crosses... cheers
MaxArch
Inspiring
February 23, 2020

remoz
I love using the LightMass GPU, because it gives you better, cleaner and nicer results for GI.
However.. it turns out, that after removing the Lightmass GPU and using the LightMass CPU - the problem is gone.



What problem are you referring to? I don't know of any problems regarding the use of GPU lightmass. Its just another way of calculating the lightmaps.

As for the dynamic shadows; did you follow the guide that was posted above from start to finish?
Is the object you want to cast dynamic shadows set to moveable?
What version of UE are you using?
February 24, 2020
I was referring to this issue:
https://forums.oculusvr.com/developer/discussion/85099/black-artifacts-and-jitter#latest

youtube: youtu.be/Jjp8ekfTSwk

screenshot below shows the black artifacts on all edges, even when using simple geometry and primitives. This issue was caused from bad Lightmass calculations - triggered by the LightMass GPU Plugin from here:
https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass

Problem fixed - Solution:
Remove the Lightmass GPU Plugin and use the verified Unreal Lightmass CPU



Problem with Dynamic Shadows:
YES, I followed the exact documentation. And the dynamic shadows work, if I use just the Rift or any other VR Headset. But it does NOT work when using the Oculus Quest and deploying it to the Mobile Android System using ES3.1

Watch my Video Explanation:
https://youtu.be/O6gi81WeMws

Download Unreal Project File 4.24.2:

https://mega.nz/#!VPgFxIbI!Ph5na--mHk-gUOSqotPn14sSKicrBFc8st2hLwlGBOo

MaxArch
Inspiring
February 24, 2020
I just had a quick look at your project settings and I think would start from scratch with a new VRtemplate project and just migrate this level into the new project. Many of the default settings in the project settings were changed in your file and any one of them could be the problem (software occlusion / round robin / etc etc...). Instead of trying to find which combination messed up the cascaded shadows, I would start from scratch.

I learned the hard way to only change settings if I'm 100% sure I need it changed and I know what I'm doing. If possible I immediately build & test with the new settings if everything still works fine. Many times stuff breaks by my own doing, sometimes by a new UE version - not the most exciting part of dev-ing.