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.
Just to make sure that I understand slide 14 correctly…
Is this recommended because TG_DuringPhysics is run in parallel with render thread? As opposed to TG_PrePhysics which is blocking start of the render thread?
Is this presentation also available in video? I’m very interested in all the technical details, as I’m having trouble getting my VR game to run at a stable 90 fps
Is the documentation for Robo Recall mod tools still out there somewhere? All the links seem to be broken for it. I’m using RR to learn more about VR implementation and what Epic did to overcome some hurdles. I know this is a very old thread, but it was pinned so i figured i would try. Thanks you!