Set CPU and GPU levels doesn't seem to work.
I'm using 4.17 public build of Unreal for a GearVR project.
I have GPU/CPU set to 1/1 right after Begin Play in the level blueprint. Whenever I run the built app on the phone (Galaxy S6) the OVR Metrics overlay reports 3/2 for GPU/CPU levels.
Also, since @aussieburgerVR suggested I tried setting:
[GearVR.Settings]
CpuLevel=2
GpuLevel=2
in the defaultEngine.ini, but there was no effect.
Now, if i connect the GPU/CPU node to the level blueprint tick function, it seems to work, as the OVR metrics reports whatever is set in there. However setting this on each tick looks wrong.
This leads me to believe that something I do in the game is somehow overriding what the blueprint node does. Is this actually possible? Are there other mechanisms that could have effect on it?
I have GPU/CPU set to 1/1 right after Begin Play in the level blueprint. Whenever I run the built app on the phone (Galaxy S6) the OVR Metrics overlay reports 3/2 for GPU/CPU levels.
Also, since @aussieburgerVR suggested I tried setting:
[GearVR.Settings]
CpuLevel=2
GpuLevel=2
in the defaultEngine.ini, but there was no effect.
Now, if i connect the GPU/CPU node to the level blueprint tick function, it seems to work, as the OVR metrics reports whatever is set in there. However setting this on each tick looks wrong.
This leads me to believe that something I do in the game is somehow overriding what the blueprint node does. Is this actually possible? Are there other mechanisms that could have effect on it?
