This may well have been true for a specific case, but it would mean that there’s a bug somewhere - my guess would be that a specific app did something strange, but it could also be due to misconfigured settings in a user’s Oculus profile, or potentially a bug with the way UE4 integrates with the Oculus SDK. I don’t want to discourage you from experimenting, but it’s definitely not a “more is better” setting.