The attached Unity project demonstrates a technique for doing hybrid
mono / stereo rendering that can potentially benefit Unity VR
applications.This is based on the "near stereo / far mono" sample in our
C++ SDK.Basically, it renders the distant part...
If you're using WWise, a patch is required to the UE4 source to to pause
playback when losing VR focus, and redirect audio to the Rift instead of
the Windows default audio device.The patch
("Wwise_redirection_focus_1.1.patch") is included in the Unre...
We recently discovered that UE4's simulation time does not automatically
pause when it loses VR focus (it does stop rendering and consuming CPU
resources).This will be fixed in a future release. For now, if you want
your game to pause, you must repla...
You may not be aware of this, but the final consumer Rift (and most of
our recent prototypes) include a proximity sensor which detects if the
headset is on the user's head.For games that support both VR and non-VR
(2D) modes, we recommend using the p...
Hi Siggi,Thanks for pointing this out. We are aware of the problem and
should have a solution post-launch.Good to know that Valkyrie handles
this!Cheers,Simon.
Yes, this is all done within our runtime, applications shouldn't have to
worry about it.It is possible that late latching of render pose and
controller poses could be implemented in engine, but it's not a
requirement for good latency.
No, your understanding of ATW is basically right!We are working to
minimize the GPU load of Home.It's not perfect - as you mention, long
draw calls or resource loading can't be interrupted. But it's much
better than nothing!AMD hardware is actually b...