Framerate much lower in packaged build on Oculus than in editor or on Vive

@anonymous_user_b677394b Thank you too. I can only guess as to why this works. I found the following on r.SceneRenderTargetResizeMethod though:

Control the scene render target resize method:
0: Resize to match requested render size (Default) (Least memory use, can cause stalls when size changes e.g. ScreenPercentage)
1: Fixed to screen resolution.
2: Expands to encompass the largest requested render dimension. (Most memory use, least prone to allocation stalls.)

It seems that there is some conflict between the Oculus and Unreal Engine resizing a scene capture onto a render target. It seems that option “2” is the least performant but highest reliability based on the description above.

I agree that this is a big issue and should be fixed by Epic. There’s even an official bug report that Epic claims is “Fixed” in Unreal Engine 4.23 but I tried it and it’s not fixed. Therefore, this is the only way right now and it works very well for me.

Please let me know if this worked out for you :]