Enable Low Persistence for VR

Hi guys,

I am learning UE4 since some months by reading this forums and all tutorials on the web. I’m working on it to do architectural vizualisation in VR, i stayed on the basic powers in UE4.
But today i’m going crazy with the Low Persistence Mode in Oculus Rift, and I have to face the blueprint level…

There is a node for it [Enable Low Persistence Mode][1] in the BluePrint Level.
I just maked a small assembly to activate/disable Low Persistence Mode when pressing the “P” key, with a text to report it (but i don’t care about the text, just wanted to verify if it works).

When i try a simulation (Play in the Selected Viewport (PIE) ), and i press “P” everything seems to work well, i see that the flipflop work and arrive to the “Enable Low Persistence Mode” and to the “Print Text”.

But when I play in the VR, it doesn’t work. The Low Persistence mode isn’t enable when i press “P”, nothing change. No text, and no low persistence mode.
The “O” works to recenter the view, so the “contact” is ok.
I think i’m wrong around the “Enable Low Persistence Mode” node, but i didn’t found a tutorial on it. I loose a lot of time on this then that is probably obvious…

Thanks a lot in advance

Can confirm this, the node ‘Enable Low Persistance Mode’ seems to have no effect. Toggling and text output works for me (but it’s still extremely hard or outright impossible to read console output in VR). The only workaround to see them are pressing the console key twice.

I maybe found something : when I active Low Persistence mode, my stats fps lost 10 (80 to 70 fps). It’s a theory but maybe the good effect of low persistence is cancelled by the lost of 10 fps… With lower quality to get more fps, the rendering is too bad to see if Low Persistence Mode is efficient or not…
I will buy a new computer tomorrow, with requirements for the Oculus Rift 2016. I will see if it changes something.
Maybe the blueprint is good, it’s just my hardware…
Thanks a lot for your help

Low persistence should theoretically not affect the performance in any way. It basically just means ‘show the new image only 2-3 ms, then change to black until the next frame’ so it doesn’t ‘smear’ over your retina if you move your eye while it is visible.

It seems to me, that the node just doesn’t work.

But may I ask: Why do you want to disable LP in the first place?

Hey all,

The following information comes from an internal ticket where we are planning on removing the nodes for Low Persistence:

“…Previously, on SDK 0.6, the only
visual difference I noticed when
flipping between the two was a
brightness difference on the HMD (was
thinking due to frames rendering for a
shorter amount of time?). With the new
SDK (0.7) I’m not seeing any visible
difference. Which may be a sign it’s
no longer working…”
.
“They [Oculus] removed it from 0.7, so we
should probably remove the command!”

Cheers!

Thanks a lot for the information :slight_smile:
Let’s clean this blueprint !