Recommended engine version for mobile VR development

I have a project in 4.27.2, and converted to 5.0.3, and have noticed a few regressions. Performance was fine, and now I’m hitting major sustained frame drops.

  • Software Occlusion: I’m getting big frame drops now that static and dynamic objects don’t cull
  • precomputed visibility: Doesn’t work for dynamic objects, I’ve heard it might be removed
    -FFR / Screen percentage not working (oculus quest 2 / pro)
    (I believe these may be working in the oculus branch, but I’d rather not use that branch due to needing to build linux servers)

I’m also hearing there are issues with instanced static meshes and auto instancing.

We are on 5.1+, and had our engineer recreated software occlusion to get the performance we wanted.
Since visibility volumes does not really cut it.
I think ffr works though?
We also rely on loding and distance culling.

I have a 5.1.1 build with Software Occlusion , let me know if you want to try it.
And yes the difference with and without software occlusion is day and night.

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If you going serious with VR developer stick with 4.27.2.
If you really need Unreal 5 stick with 5.0.3 for VR developer.

I’d be interested to try it; I’m hoping to test with 5.2 oculus branch with async + ffr + pixel density + occlusion

Why do you say this? Im currently on 5.2 and VR developer. Curious on your reasoning

My reasoning is the whole point on using Unreal 5 is make use of Nanite and Lumen which are not available for mobile platform. Tesselation and Software occlusion are also not available on Unreal 5 for mobile platform.