Gear VR getting started judder / shaking

Currently it requires a lot of optimization to get something running similar to what you may be experiencing on the Oculus store. The three biggest performance killers I have seen so far in priority order is transparency, mass draw calls and reflections.

Transparency is simple enough, just avoid it at almost all costs. Reflections are ok if used sparingly, like wet floors etc. The second biggest hurdle though is the draw calls. If you have a level build out of bsp’s you’re going to generate an abnoxious amount of draw calls that could be significantly reduced if you use a static mesh instead. I also try to group as many static meshes as I can together with a minimal amount of textures used for said model. Every little bit of draw call you eliminate helps.

Basically when you are building your project for the gear do not build it with the unreal 4 engine in mind. Build it as if it’s the 90’s and you are working with the origonal unreal.