Best practices for supporting VR and Desktop (lumen + nanite) project

Hello.

It seems that whenever starting a project one must decide early on if it’s going to support VR or not, specially since a lot of the groundbreaking tech in UE5 does not work at all in VR and moreover switching off or on some of these settings (lumen, nanite) or changing the rendering pipeline at runtime is not possible from what I understand.

My question would be, how do you approach developing a project that aims to support VR as well as a normal desktop experience with all of the UE5 new features like lumen and nanite ?

Is the only solution to create two separate projects with duplicated assets or is there a way to have a single project with scalable settings and somehow be able to change settings at runtime ?

Thanks

If you have “regular” PC support with all the bells and whistles turned on, and the VR version is for Mobile, you can use Device Profiles to manage scalability between the platforms. Our new sample project Lyra is using Nanite and Lumen and runs on both PC and Mobile. However, with PC VR it’s not that straight forward…

The “easiest” solution right now is to have separate Levels for different platforms. You can use sublevels and lighting scenarios to manage it to some extent, but it’s not as plug-and-play as our scalability for regular mobile and PC/console. It’s a shortcoming that’s been identified, and we’re working on a solution, but we have no ETA to share atm.

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what exactly is the problem with it supporting mobile but not vr?