Tips for testing/iterating in VR?

Does anyone have any good tips or tricks for speeding up the process of fiddling with parameters and testing them (then repeat forever) in OpenXR projects? Just FYI, I’m on an HP Reverb G2, but I imagine this a more general question.

Maybe my setup is just bad, but it takes a little bit of time after clicking “Play in VR” to actually get in there and test things out. And it’s at this point that the GPU often crashes, or it loads but it’s all laggy and flickery in the headset for some reason, or a number of other things that take a few retries to function properly. It makes it very difficult to get in there and rapidly fine-tune (read: obsess over) little details like how far down a button can be pressed or whatever. Little details that are valuable to a satisfying VR experience.

I do as much as I can with enabling “Call In Editor” for events, or making little dummy collision volumes to simulate the hand controller so I can move it around in the usual “Simulate” mode without going into VR. But I’d love to know if any of you have other tricks that make this process easier.

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Perhaps you can check new feature called XRScribe, released as part of UE5.3

It lets you emulate stuff without actually wearing the device. It was discussed here, but don’t remember which part of the video : (

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