Assuming that I am within the guidlines of ‘Gear VR best Practices’ (drawcalls, poly count, max 2k textures, memory usage, all of these within range) running on a GTX 970, 1920x1080-FXAA aniti-aliasing, what frame rate should I be hitting for it to translate to a solid 60fps on a Gear VR (I’m assuming a galaxy S5/S6 is capped at 60fps). 100,200,300 fps?
I’m trying to find a quick & simple way to see if my build is workable on a Gear VR.
I’ve been using UE 4.9.2, a DK2, Oculus runtime 0.7.0, and trying to hit a consistent 75 fps at HMD SP 180, but it seems to me that a desktop build at 1920x1080, and targeting a frame rate that would translate to a Gear VR stetup would be simpler. Less variables.
So if anyone out there has a 970 and a Gear VR, and managed to create something in UE 4.9.2 that manages to hit a very consistent 60 fps, could you run a 64 bit desktop build, run it at 1920x1080, and let me know what FPS is being displayed?
It’s a lot to ask but I don’t have access to a Gear VR and I’d like to know if I’m in the ballpark…
Thanks!