I really can’t wrap my head around how UE4 v4.4.1 handles resolution changes / switching fullscreen with alt + enter?
First of all I use the ‘launch’ option from the editor but launching it after packaging kind of gives the same result. I have a 1920x1080 monitor. But when I launch the standard ‘sample’ content scene it launches in a stand alone window with 1600x900w resolution (find out with r.setres) if I switch to fullscreen with alt + enter my game goes fullscreen but stays the same 1600x900 resolution but this time with an f (I guess for fullscreen)
If in windowed mode I type r.setres 1920x1080f it does effect the window somehow but not fullscreen and pressing alt+enter makes it change size but not go fullscreen. pressing alt+enter again makes it go fullscreen but not with 1920x1080 resolution but the same 1600x900 resolution.
Another strange thing is my monitor says in the ‘monitor info menu’ that it is 1600x1200 resolution. I can’t figure out what is happening here.
My main problem is I can’t get any kind of performance with the default scene and the DK2 on but trying to debug this with all kind of ‘strange’ things happening with different resolutions is really not working for me.
What I really want is just setting the resolution somewhere to 1920x1080p and be done with it. After that I can start trying to understand what is going wrong with the performance I guess.
Then I wouldn’t worry about window size too much. When I start my game in direct mode, I do seem to get a 1920 x 1080 window on my desktop. I’d rather wish I wouldn’t though, because it’s bigger than my desktop resolution and somehow it seems to lead to occasionally losing the mouse cursor mid game. I think it’s because of my multi-monitor setup and the overlap with the taskbar on the second monitor.
But I digress. As long as the image is correct inside the Rift, I wouldn’t worry about window size. You’re gonna have to test performance inside the Rift anyway because of the VR-specific rendering stuff like timewarp etc.
It seems window size is apparently not tied to the Rift resolution. The demo scene in the Config Utility gives me a pretty small window but it still looks correct inside the Rift.
The problem is that when you activate fullscreen in Unreal - it resets all of your settings back to their defaults. Any render settings you set in the console before typing fullscreen are going to be wiped away. If you want to make sure which resolution your project is running at currently - just type “r.setres” with nothing appended. It will output the current resolution into the console. Super useful sanity check.
Managed to learn a lot of stuff and come up with something decent, the engine is amazing and all
But the most basic stuff such as setting up the resolution and the quality settings is just impossible to understand, the engine will only run my game in 1600x900 Epic settings, even by forcing some settings through Blueprints Rift mode reverts them to Epic, this is nonsense, i can’t even find a tutorial on how to set this up!
There are many many other threads with these kinds of questions, visual settings are the basics and should be explained before anything else in my opinion, in Unity it was never an issue
Meanwhile ill just keep on playing with the engine, but it would be useful to be able to test my scenes
I got this working for many settings. Here is the relevant part of the Level Blueprint.
Please note you CANNOT hook up the Resolution quality node I just have it there for reference as I wish I could hook it up. It will crash but everything else works. This should let you change render settings on the fly after you have gone full screen and turned on stereo. Hope it helps. Note: don’t use the F keys for inputs as they are already mapped to things and will go crazy when you use them. couldn’t figure out why my screen kept going green!
I already had a Blueprint like that but my issue was that it would only work for standalone windowed, as soon as i pressed alt+enter to go Fullscreen it reverted to “Epic” settings
Someone suggested using a Fullscreen command and it did launch straight to the Rift in fullscreen, but the resolution was stuck to 1600x900
Just now i figured out how to make it work properly, it launched in Rift mode 1080p with all my settings @75fps
I just realized that you warned against using the ResolutionQuality node, it seems to work fine for me, it only locks up when i change it in the console
No problem glad its working for your. I have the reset problem too where it goes back to epic but when they are bound to the keys you can change them on the fly and you don’t have to reset… As long as you DON’T use the following commands after the game starts you can use my stuff (Change them on begin play event only and after your fullscreen) everything will work and you can change resolutions
r.SetRes
sg.ResolutionQuality
hmd sp
I’m glad its all working for you I still have an issue where vsync is messing up everything and keeping me at 35-35fps even on the lowest settings while I get 100+ when its off.