Valve's GDC15 talk

Seconded, excellent talk, amazing some of the performance gains being made (and others potentially yet to be discovered): 30% combined fps boost for those two seemingly (haha) straightforward techniques (“running start” and stencil mesh) would be a god-send.

I don’t doubt much of this will end up in UE4 in due time, if nothing else when UE4 reaches the inevitable point of supporting SteamVR / OpenVR (since Vlachos notes that all the above is included therein). Though from what I understand Oculus doesn’t plan to support OpenVR, so a little more heavy lifting may be required to get these optimizations implemented in Oculus Rift / GearVR games. But then as a layperson I don’t know what of this is better implemented in the VR hardware SDK, or in the game engine itself…

Can any Epic devs shed some insight? Thanks in advance!