Dev here who struggled for months to attain 75fps on my experience with a DK2. I have a complex outdoor scene. I had to disable all dynamic lighting and shadows, replace all my desktop/heroes Speedtree with mobile versions and 1001 other things optimized. Enabling 75fps lock was a judder disaster. After all this I barely attained a stable 70-75 fps with the smooth frame rate option and kept and eye on the size of my textures. UE 4.10.4
Specs: i7 4930, 32GB. stock 980, Win 10 64.
While I’m waiting for my Rift, I wanted to tried the Oculus Store. I installed the latest NVIDIA driver (364.72) and Oculus runtime 1.3.
After installing the github 4.10.4 Oculus runtime 1.3 branch and recompiled 2 plugins (Substance and getnamo’s Leap) and migrated my game in an empty BP project.
Then I just hit VR Preview and experienced an immense WTF**&& moment. Everything was buttery smooth.
I pushed my luck and progressively cranked my maps. Enabled dynamic lighting and shadows. Solid 75 fps. Replaced the nearby trees (approx 10) by heroes versions (Speedtree). Solid 75 fps. wtf?? Enable 75fps frame lock? Yes.
I hated lazy devs but by the power of ATW I just been able to upgrade my experience to its dream settings.
I’ll just wait for my rift/Vive to see if it’s ok with 90 fps but I have great hope. Before, I had the impression of working with glass maps (little changes hitted fps) but now I’m not able to f** break my game anymore!!!
Downside: As it is a github build, it take longer to build lighting and compile, it only works with runtime 1.3 and you have to start it while Oculus store open (with unknown progs checked).
If you target the Rift/Vive or even DK2s with 1.3, just install this version now. Or pretty sure it will be integrated in the 4.11 stable version.