Greetings again !
I’ve had some time to sit down and play with this some more. As a side note, a usable Pixel 2 still eludes me.
When I looked through the settings of the project, it seems most, if not all VR related items were already turned off. Checking the BPs of the FPS template project also does not yield too many suspect nodes. I did try a couple things:
- Removed all references to AR/VR/HMD in the BP’s, though none seemed to have references the one specifically mentioned, unless I missed it
- Turned off all AR/VR/HMD related settings I could find, even removing the entries for Daydream and Cardboard in the GoogleVR config support section
- Turned on all AR/VR/HMD related settings, including downloading the drivers and support apps associated (Oculus, etc.)
- Fully reset phone again, for good measure
In all these cases, the stutter was still present.
Because of the nature of the game I was/am developing, it’s difficult to move forward with the stuttering. As a result of this, the phone, for nearly the entire course of this issue, has remained mostly a fancy desk paper-weight (Used to weigh down a travel HDD a couple times so it wouldn’t fall off desk when plugged in, hah!). In-light of this, I would be perfectly willing to send the device to Epic’s engine support team, if they do not have one available or want to specifically experiment. Seeing as the Samsung S8 is a popular flagship phone, more developers may be experience this issue–though this remains a theory as there seems to be few people posting here–and I would be happy to do this.
I hope this helps and thanks for the effort so far!