I’ve compared your .ini to the default one and I’ve listed your changes, reasonings for keeping or changing them, but also linked information about them for those of you who are interested in learning about what these settings do:
r.Mobile.DisableVertexFog=false (default = True)
- Performance optimization. If fog is used, an error message will let the user know that it’s disabled.
r.NormalMapsForStaticLighting=true (default = False)
- Situational, user should be aware before opting in.
r.EarlyZPass=2 (default = 3)
r.EarlyZPassOnlyMaterialMasking=True (default = False)
- Useful in scenes with heavy foliage, situational.
bDefaultParticleCutouts=True (default = false)
- Can reduce overdraw cost. However, user should be aware before opting in.
- More information
vr.RoundRobinOcclusion=True (default = false)
- Can lead to meshes being culled in the periphery, and only provides a noticeable performance boost if the scene is draw call bound. User should be aware before opting in.
r.Mobile.EnableMovableSpotlights=True (default = false)
r.Mobile.EnableMovableSpotlightsShadow=True (default = false)
- Adds shader permutations, and as such, cost. Situational, user should be aware before opting in.
vr.VRS.HMDFixedFoveationLevel=2
vr.VRS.HMDFixedFoveationDynamic=True
- Experimental. We don’t enable experimental features in templates, but worth testing in your own projects.
- More information
bForceCompressNativeLibs=False
bEnableAdvancedBinaryCompression=False
- Not sure why you’d want these disabled? From docs: “In addition to reducing binary size, these can make your code slightly more efficient.”
bBuildForArm64=True (default = false)
- This was a fun one. It’s actually enabled in the project that is the reference project for the VR Template, but when you create a new VR Template, the setting didn’t apply! I managed to fix it for 5.0.2 but we’ll never know why it was broken in the first place…
r.Mobile.FloatPrecisionMode=2
RedChromaticityCoordinate=(X=0.708000,Y=0.292000)
GreenChromaticityCoordinate=(X=0.170000,Y=0.797000)
BlueChromaticityCoordinate=(X=0.131000,Y=0.046000)
WhiteChromaticityCoordinate=(X=0.312700,Y=0.329000)
WorkingColorSpaceChoice=Rec2020
r.Mobile.SupportsGen4TAA=False
- Not sure about these, can you elaborate?
bMultiTargetFormat_ETC2=False
bMultiTargetFormat_DXT=False
- These can indeed be false to save shader compilation time
bEnableDomStorage
- I found some information about it, but what do you use it for?
OculusVR Plugin specific settings
More information: https://developer.oculus.com/documentation/unreal/unreal-plugin-settings/
Uncertain whether any or all of these work w. OpenXR yet:
ColorSpace=Rec_2020 (default = Rift CV1)
- This should indeed default to Rec_2020 as Quest 2 is in majority of Oculus devices in the world, and Rec_2020 is the recommended color space to master your . However, I’m not sure if the setting is supported by Oculus’ OpenXR extension yet. More information about the setting can be found here: https://developer.oculus.com/documentation/unreal/unreal-color-functions/
CPULevel=3 (default = 2)
bLateLatching=True
bPhaseSync=True