Understanding performance and workfow..
Hello! i'm a bit confused about differences between PCVR and Deployed APK workflow.. What i understand is that PCVR makes Quest to be used as a second screen (in this case VR screen), so, all the gpu process, computation and logics are made in the computer, Quest is only rendering results... In this case, Quest requires the computer running the application in order to work... By the other side, Deployed APK allows application to run directly in the Quest and there is no computer dependency, all computation are made directly in the Quest... Until now, this is all i know, my question points to performance, i'm using Unreal Engine 5, my game works smooth on standalone mode, very smooth...... but when i switch to VR Preview, my game lags a lot, i was wondering why is this happening if GPU computation is being made by the computer.... I tried using both Air Link and Cable, but same result... Any help will be very appreciated..1.4KViews0likes1CommentIs it possible to activate the passthrough cameras from within a software (UE4)?
Hey guys! I want to know if I can activate the passthrough cameras manually from my software. I want to be able to let the user see through the cameras, while doing some setup for the software. Is there a way to activate the cameras, except the double press on the oculus button?936Views0likes1CommentUE4 UOculusFunctionLibrary::ShowLoadingSplashScreen. showing splash for a short time only
0 I'm trying to use UOculusFunctionLibrary::ShowLoadingSplashScreen with unreal 4.14.2 to show a loading screen, I do this like so.... // Clear and add a loading screen to show UOculusFunctionLibrary::AddLoadingSplashScreen( textureToShow, FVector(100.0f, 0.0f, 0.0f), FRotator(0.0f), FVector2D(ImageScale* 1.777f, ImageScale), FRotator::ZeroRotator, true); // Show that loading screen UOculusFunctionLibrary::ShowLoadingSplashScreen(); This appears to show the loading screen for less than a second, the 'loading screen' then disappears leaving just black. Can you point me at documentation, or advise what might be the issue? Many thanks in advance, Ian.1.1KViews1like5CommentsOculus shutting down after repositioning it on my head
Hi, i am developing the game 'Elena' and I have the problem that every time try to test a Bugfix (we just released :smile:) the headset shuts down when I put my hands on the rift to adjust it for perfect vision. A notification appears that the headset could not be found and Steam VR shuts down and the Unreal Engine shuts down too. Could someone help me try fixing this? It seems the problem is the check whether the headset is used or not because the errors do not appear when I press my finger against the little sensor. Regards, Kasimir396Views0likes0Comments