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motorsepAuthor
Inspiring
November 30, 2015
Never mind - OSIG file was in a wrong place, and Paper2D was disabled.

However, there seems to be lag in the test scene, which causes discomfort. Could be performance issues or virtual IPD issue.
Inspiring
November 30, 2015
What are the specs on your machine?
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
motorsepAuthor
Inspiring
November 30, 2015
Galaxy S6 + Gear VR

8-)
motorsepAuthor
Inspiring
December 22, 2015
So, I dug deeper into UE 4.10.1 and stripped down FPS template to bare bones. Basically the scene I have is lower quality than Quake.

I still only get 58 fps and 17+ ms rendering.

Supposedly Quake ported to Gear VR runs at 60 fps. That's with higher polycount/draw calls and with AI, however simple it might be.

Do you know what on earth is going on?
Inspiring
December 30, 2015
"motorsep" wrote:
Galaxy S6 + Gear VR

8-)


Ue4 is amazing in almost every way, but it's not an engine I would use to make a mobile game. Try Unity for mobile and UE4 for console/pc
"In the future we will be designing dreams, worlds & experiences rather than games."
motorsepAuthor
Inspiring
December 30, 2015
"Chaoss" wrote:

Ue4 is amazing in almost every way, but it's not an engine I would use to make a mobile game. Try Unity for mobile and UE4 for console/pc


Yeah, that's what I figured :(

On the bright side Unity released VR examples, which is a great help!
Up and Coming
December 31, 2015
My GearVR app built with UE4 for the slower Note 5 works at a solid 60fps. It got through to the final of the Oculus Mobile VR Jam earlier this year. My 3d scan are pretty complex too, each model has a minimum of 25k polygons:

http://imnh.org

It can be done! I'd take a look over on Epic's forum for some mobile VR optimisation tips. Takes a while to get your head around, but UE4 is great when you break through the wall :-)
My Gear VR app got through to the Oculus Mobile Jam 2015 finals. Hurray! http://www.clearview.net
motorsepAuthor
Inspiring
December 31, 2015
I did get with people who supposedly built test app using UE4 for Gear VR and had stable 60 fps. Somehow I followed their advice and didn't get 60 fps.

On the other hand, if 60 fps implies unlit materials in UE4, then I would rather go with Unity.