Earlier this year, we released Robo Recall for the Oculus Rift and Touch. During the development process, we spent a lot of time adding features, optimizations and functionality to Unreal Engine. All those changes are now in UE4, and we’re glad to have had the opportunity to battle-test our VR support with Robo Recall.
As you all know, regular profiling and optimization are critical for adequate performance on VR and AR platforms. We spent a ton of time in our profiling tools to ensure we were always on the mark regarding performance on the min-spec. Technical Director for VR and AR Nick Whiting has built and given a presentation outlining our techniques for this, and we’re glad to share it publicly with the UE4 development community today.
Download the Powerpoint and PDF versions of the presentation here](https://cdn2.unrealengine.com/UnrealEngine/resources/TechnicalPostmortemRoboRecall.zip) and learn what’s soaking up your budget.