General bad Oculus Rift performance in Unreal Engine 4

Using sg.PostProcessQuality 0 I got around 10 extra fps but I lost my one static light (or baked textures from it rather).

I tried it with the editor closed and got about +10fps (I can now run my test room at 75fps!), I typed sg.PostProcessQuality and got no extra fps at all. Weird. I tried pausing service too, that made no difference either.

All seems very random at stage and different for . Is extend meant to be better for FPS? It’s what I usually run it in. Tried Direct but it crashes when I change hmd sp (even as a function key through blue print).