Single/Multiplayer, Touch & Vive blueprint only Template

@NikoKun There’s nothing fancy in the template, but sometimes the devil is in the details.

Some hints:

Go see the blueprint of the VRPlayerController/Scalability settings. I took the liberty to be generous in graphic fidelity, maybe too much. As an example, I put hmd pd 200 (for Oculus) or r.screenpercentage 200 (for the Vive) which could be a bit too much. I tend to forget I test it with a good computer (1080FTW and latest i7). Try bring these settings a but lower. I’ll put them in Settings 1.1.

If not, play with pp volume settings, first bloom=0. The sun is less nice, but it gives a bit of extra compute.

Also, have a look at this recent thread: Extremely bad performance with 4.14.1 and Oculus - VR and AR Development - Unreal Engine Forums

Lastly, have a look at Tom Looman’s blog, lot of hints: http://www.tomlooman.com/getting-started-with-vr/

I would add that even if you run nice 90fps with the default Epic VR template, sometimes adding one actor or changing one setting can make the HMDs fall back to retroprojo 45fps.

Ah, and did you try the packaged version (on the Onedrive). Packaging a game introduce optimizations, try it.
@Fantasifall Thanks for the info. Although I’m a Steam developer, the latest info was that it was not possible. I don’t have a Steam dongle, should grab one. Especially since I want to try soon the Vive puck. Yeah, I know lot of freebies including a dongle was awaiting people at SteamDev Days including me (was invited) but couldn’t attend. Maybe the sad little bag of goodies is still awaiting me in Seattle…
Also, for now with my test replication works without plugin.

The reason I try to avoid plugins (but could be inevitable to run Oculus Avatar – I’m waiting for a move from Oculus side) is that we as a team experienced nightmares with different plugins since we use different versions of UE4, namely Oculus version and NVIDIA VRWorks versions found on GitHub. We had to scrap days of work because we, with the sacred power of C++, were unable to update certain plugins to make it work. Although it’s impossible sometimes (viva Rama bp plugins), we now try to avoid them.