Optimizations for VR in UE4

I’d say all of this is even more important when developing for Gear VR and mobile. Good advice.

I’m dealing with single models with polygon counts in excess of 30k - 3d scans for realistic museum exhibits. Trying to get between two and three of these models in view at any one time is a challenge to say the least. All of the above tips correlate with what I have discovered too by poking around.

I’m not convinced that occlusion culling is working correctly on Gear VR. Can anyone confirm? Think I’m going to have to use trigger volumes to switch my exhbit models on and off as vistors enter each room.

This is my mobile VR Jam entry by the way:

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Should hopefully have a more coherent video explaining what this app is before the final deadline, though force Lollipop update today has not helped in giving me any extra time for this!