Does UE4 make use of some kind of Vsync prediction to delay rendering of a frame to keep latency low for VR?
If so, would it be possible that a sudden increase in rendertime (due to particle spawning for example) can cause frame misses even with 4-8ms frame render times?
Assuming yes: Is there a way to tell the underlying system that an increase in rendertime is incoming?
While describing r.FinishCurrentFrame, the article states that this is no longer recommended and instead mutliple frames should be queued ahead of time, which can improve performance.
I see this as a hint that no vsync prediction is used, and I have not seen anything like that in the code up till now. Cannot guarantee it, though.