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Thanks . I do see 0.5 in git repo so I’m sure 0.5 will be used for 4.8. But is there any way we can find out about late-latching being supported in 4.8, officially or un-officially?
For those interested, made a case for it here: .oculus/blog/optimizing-vr-graphics-with-late-latching/
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I doesn’t look like that is in this version. If you look at latest Oculus 4.7-0.6 branch (.com/Oculus-VR/UnrealEngine/commits/4.7-0.6 – commit mentioning queue-ahead support) there is a commit implying that, so my guess is that if Oculus is still doing it on their side official UE4 branch which has no mention of it yet will wait either for that one to stabilize or their own solution whenever it is ready. I was hoping it would be released soon as I thought it was already used for Smaug demo at GDC.