Performance Issues 4.21

Hello wonderful UE4 community!

My first post in years of building stuff on UE4! Still a complete noob but getting a handle on things as and when I need them…thanks to this community! Deployed a few VR experiences commercially (safety training etc) so have faced the technical ‘delivery’ challenges most discover when they get to deployment (if they get there!).

Not needed to reach out before, but I seem to be a bit stuck! (firstly, I develop on a GTX 1050 laptop with a Intel i5 7th Gen). As much as I’d love a 1080ti, my min requirement PC is actually intentional for performance optimisation reasons. (wouldn’t make much sense building an experience that ONLY runs lag free on a 1080)

So here is my issue. I’ve just started a new project in 4.21, using VR template with default settings. I’ve put a few simple well optimised walls (infinity blade grasslands) and floors in and prior to starting ‘the build’ (a 5 mile square labyrinth - around 1 year). Just went in last night to check the walls/floors looking ok and everything beautifully crisp apart from some scaley like traces around my hands when grip fast (just mannequin hands at mo), but also a quick flash of the same scaley trace after each teleport (I’ll add d pad movement to left but teleport will still be used on right)

Couldn’t work out why so plonked the same assets into 4.18 and it’s perfect?

What’s changed in 4.21? are there any different settings I should be looking at? or should I simply go back to 4.18 to be safe, before I start a large build? (but will have to make a compromise on some characters I wanted to include further down the line).

Thanks so much in advance for any help, apologies it’s not very concise, I’ve gone around the houses a bit!

Regards
Charlie

on further investigation, I remain incredibly confused. I have now simply opened a brand new vr template project in both engines. 4.18 is 95% fine, and in 4.21 the hands don’t have scaly traces around them anymore (think it was just a texture coordinate prob on huge floor) but I still get the transparent scaly blob flashes after a teleport? (checked all default rendering/optimisation settings are the same on both).

I am thinking it’s now a problem with my system/vive, but why would it be worse in 4.21?

any ideas appreciated
charlie

At some point in time, there was a modification on the support for VR within the engine, some specific settings to change in order for it to work. I would check the release notes starting on the next release after the last release it worked, and check that. Unfortunately I don’t use VR so I can’t tell out of my memory which was, but Im sure there was a change.

Thanks for your reply Nilson. Yes I think it was the Runeburgh plug-in in the 4.19 release. That was why I stuck on 4.18 as was at the end of a project which I tried to upgrade and became unstable. I enabled it last night to no avail but will try fine combing through release notes later.