So I am using 4.4.1 and DK2, I just noticed however that “HMD SP” doesn’t work, no matter if I write oculusdev on and so on or not. Anyone knows how to fix this? I’ve planned to show my project publicly tomorrow and then I notice that the commands don’t work since I got DK2 (DK1 worked fine).
EDIT: It seems to be working in the rift template.
Using UE 4.4.1, SDK 0.4.1, DK2: hmd sp seems to work for me, but only with my Rift set to Extended Mode (using command currently causes the Rift output to freeze in Direct Mode). By default I use “hmd sp 100” (I believe default is 160) in my game blueprint as a starting point for optimal FPS, since I see no loss of fidelity with my content, though I’ve read that text, HUDs, other fine details are clearer with the higher setting. I often use command (dropping as low as 50 or less) as a quick way to maintain 75fps while testing, but my game doesn’t suffer much from the grainy, low-res “camcorder” look.
For IPD, I believe the engine now respects the user’s IPD settings (from Rift config tool), so I change my World Settings -> World To Meters setting in the editor to compensate. Play with value to see immediate results in the Rift: I use a setting of 10 (the default is 100) to achieve some massive level architecture But make sure you’ve correctly set your IPD in the Rift config tool to make sure you’re seeing the proper “baseline” before making sweeping adjustments in the editor, since these will affect all your users (unless you are kind enough to give them a slider in-game to adjust IPD to their preference ;).