Because this thread was the firs thing that came up when i did a search of Unreal Engine VR RTX i’ll reply to clear a
few things up to help others.
RTX does run in VR but there is obviously a performance overhead to running RTX in it’s current state. Keep in mind that with VR headsets that use async re-projection if you drop below 90fps you actually drop down to 45fps which is why it’s recommended that all VR games run at a minimum of 90fps to distribute via Steam, etc.
To enable RTX in Unreal Engine (4.22 or later, must have an RTX supporting graphics card) go to **Edit **> Project Settings and search for RHI, change the dropdown to DX12. Then search for **Ray **and check the box for **Ray Tracing **- Restart the editor.
Performance with RTX will vary based on many factors such as complexity of scene, numbers of light sources, etc. but you can adjust RTX settings to improve performance - You can also run the game with resolution scaling (down sample). In VR especially this will help performance and due to the screen door effect it’s less noticeable than running scaled on a monitor.
Another issue with running RTX in VR is that you can only run it in the deferred renderer whereas the Forward renderer is roughly 30% more performant, produces a clearer image due to rendering order and recommended for VR.