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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 24, 2020
@MaxArch
That's what I did from the beginning. That was my initial test.
If you start with the VRtemaplate, you will run into the same issues. Dynamic Shadows do not work.

That guy had the same issues:
https://youtu.be/jlcj4HB9LX8?t=545

People refer to the documentation. Okay.
But it simple doesn't work and so far no one showed me a project file in which it was working.

Shouldn't be complicated at all. Because setting up a project file, with a blank Level took me 2-Minutes.
And I also documented in my Video that it works, when you don't use it for Andrid ES3.1 and stay within Shader Model 5  and deploy it to the PC-GPU.

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

But for the Android ES3.1, that's needed for the Quest: --> Dynamic Shadow won't work.

I would be stoked if someone can show me the proof I am wrong and what I am missing here!
MaxArch
Inspiring
February 24, 2020
It works fine on 4.24.2 projects on Quest - there are just some wrong settings in your project. Just had another look on the DirectionLight settings; difference to the guide is InsetShadows which are turned on in your project. Start by disabling that on the directional light and work from there. You have to follow the guides exactly or it wont work.


MaxArch
Inspiring
February 25, 2020
For dynamic shadows on the Quest (UE 4.24) it works for me if I follow these steps.

1. create a new vrTemplate project; BluePrint & scalable 2d & mobile
2. in the project; create a new default level + rename to 'start'
3. in the project settings;
* maps & modes - choose the 'start' level for both
* platforms; only choose android + win
* rendering:
- 4x MSAA (is hardcoded on the quest)
- auto exposure; manual
- disable instanced stereo
- enable mobile multiview + direct
* android:
- min SDK 25
- only use ARM64 + ES3.1
- package for Oculus mobile + Quest

4. In the start level:
- set the Directional light to stationary + change CascadedShadowMaps dynamic shadow distance to 2000 + disable inset shadows
- drag a cube into the scene and set its mobility to moveable. Maybe even make a blueprint out of the cube and add a rotation on tick.
- drag your player / pawn into the scene
- package for Quest (ASTC) and install using ADB (I guess launch on Quest would work as well).

result; a dynamic shadow
February 25, 2020
thanks a lot Max.. will try and test it for sure. Need to buy a new Quest.. but everywhere sold out.. grrr... any sources you could get a new one for a regular price?