Even though I set static lights frame rate drops easily, and judder appears, even in a relatively simple scene. I have to recognize I have not had the time to battle enough with it yet, but I’ve found similar opinions in others in the forums, so it made me think it was not only me, but also that adaptation to the engine to VR had to be perfectioned yed… Of course maybe I’m wrong. I have to say my card is a 570 Ti. I know, I know, but I get much less FPS than in other more complex Oculus demos out there, and I wanted to target a wider range of systems, not only top ones. Maybe Unreal+Oculus “team” needs a higher system, but then the result pays off.
I’ll consider posting a thread but first I will give it another try. But I wanted to make you a question: are you at Epic aware of Oculus optimization problems that can be adjusted in future versions, or if all the recomendations are followed performance should be ok by now?