I think Oculus is to blame here, for some reason they link the ingame fps to the monitor refresh rate… (tuscany/unity demo too) even if vsync in Settings is off - and for some reason/bug, they half this ingame fps - i got on the Sun Temple Demo Project about 200-300 fps in 1080p but as soon as i swich to ovr mode, its locked to 74 fps. (ue4.6 orr0.4.4) - now i have to swich to the older engine wich supports the older runtimes. At this Point i may blame epic, for having the “static” runtime 0.4.4 support instead of keeping this compatible to older ocr runtimes. Or am i missing something here?
As some People stated, i have some demos wich run at 37fps and some on 37fps too. Wich seems like they drop the rate at a certain limit of fps - i have a gtx 980 and should have 200fps in any demo - so the limit might be quater? For example everything above 296fps is cut down to 74fps and everything below to 37fps? … because in some “slow” demos (the xojo archvis for example) it jumps from 37 to 74 if i l stare at a wall.
But in general i have to say, the unreal engine ocr implementation (direct mode) works for me much better than any unity demo i’ve tried.
I hope this helpes some develpers to find out whats wrong here, cause in general i love the ue4 very much
btw. extended mode doesnt work on my machine - so all was done in direct mode