Oculus updated performance requirements for mobile

Sounds like Oculus tightening the grip:

https://developer3.oculus.com/documentation/publish/latest/concepts/publish-mobile-req/

Nothing really new there it seems - except for maybe the entitlement checks being compulsory now and lasting 45mins before overheating?

“Runs on all Gear VR devices” << used to be Note 4 can be excluded. I don’t know if it’s now mandatory for apps to run on Note 4.

“Maintains 60 FPS throughout the app” <, UE4 doesn’t run at 60 fps. I saw screens made by Epic devs and even in the simplest test scene fps counter showed 57 fps. Maybe due to screen refresh rate on S6+ is not being 60Hz but rather ~58Hz (per Carmack). Also there are bunch of existing apps/games where fps dips throughout the game.

“Display graphics and respond to head tracking within 4 seconds of launch” << even with new spinner in 4.13 it’s not head tracked.

Those are in addition entitlement checks and 45 min gameplay without overheating.

Btw, how should we do entitlement check ?

I doubt that very much - My guess is it’s a naming technicality - Note 4 is a GearVR Innovator edition device while all devices after are GearVr devices

Yeah running max FPS of the UE4 engine is fine - there are already plenty of UE4 apps published now and the 58-59 max of UE4 is fine :wink: And this requirement has always been there :wink:

The spinner in 4.13 is headtracked - what headtracked means is it does not stick to the head movements :wink:

I’ve not done it myself yet as it’s a new requirement. But I was going to follow these steps to do it: Solved: Re: Unreal project isn't stoped. - Meta Community Forums - 499870

Oh, I thought it should be snapping to view if you move your head around. If not, then I guess it’s fine :slight_smile:

Gear VR entitlement check is added in the GearVR_APL.xml if Remove OSIG and you build for distribution. See bEntitlementCheck.

So it’s basically automatically happen with release builds ?

There are two types of entitlement checks. The one above is automatic for distribution without OSIG. The other has to do with platform. Follow the instructions “Platform Example E - Unreal Engine App with Entitlement Check” here: https://developer3.oculus.com/documentation/platform/1.7/concepts/pgsg-3-pw-platform-walkthrough/