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Up and Coming
March 17, 2016

[GearVR-SOLVED] No problem hitting 60 FPS, Still not smooth

Hi All,

I am trying to figure out what I am doing wrong. Specifically, I have a very simple map comprised of a floor, a ceiling and some pillars. These are all static meshes and their materials are set up as unlit. When I check the FPS, I am getting a solid 60. However, when I turn my head, the world seems to have strobing/ghosting.

At first, I thought this was due to having too much contrast between the material and the background. But, after changing colors to have very little contrast, I am still seeing the world strobing/ghosting when I rotate my head.

Is there something I should be doing to get smooth movement? Some settings I need to set, or some post process thing I need to disable?

Is there a sample GearVR project for UE4? It would be nice to have such a project for sanity checking purposes.

Thanks!

Oh, in case it matters, I am using UE 4.10.4.

EDIT: I got this working by switching to UE4.11.preview 7.
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    11 replies

    andrewtekAuthor
    Up and Coming
    March 20, 2016
    Okay, I think I figured it out. Note that this is based on trial/error/observation... I could not find official documentation to solve the problem.

    The issue I was running into appears to be related to Unreal Engine 4.10.4 using an older version of the Oculus SDK. This older version seems to have a problem on the Galaxy S7. By switching to UE 4.11.preview 7, I was able to maintain 60FPS and have perfectly smooth head rotation.

    Long story short, if you are building for GearVR on Galaxy S7, you may need to use UE4.11 to have an acceptable user experience. For my purposes, the problem is solved.